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668 lines
17 KiB
C++
668 lines
17 KiB
C++
#pragma once
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#include <blah_common.h>
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#include <blah_vector.h>
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#include <blah_stackvector.h>
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#include <blah_string.h>
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#include <blah_spatial.h>
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#include <blah_image.h>
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namespace Blah
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{
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class Stream;
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class Shader; using ShaderRef = Ref<Shader>;
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class Texture; using TextureRef = Ref<Texture>;
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class Target; using TargetRef = Ref<Target>;
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class Mesh; using MeshRef = Ref<Mesh>;
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class Material; using MaterialRef = Ref<Material>;
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// Type of Renderer the Application is using
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enum class RendererType
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{
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None = -1,
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OpenGL,
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D3D11,
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};
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// Renderer Information
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struct RendererInfo
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{
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// The type of Renderer being used
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RendererType type = RendererType::None;
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// Whether Mesh Instancing is available
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bool instancing = false;
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// Whether the Texture origin is the bottom left.
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// This is true for OpenGL.
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bool origin_bottom_left = false;
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// Maximum Texture Size available
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int max_texture_size = 0;
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};
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// Depth comparison function to use during a draw call
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enum class Compare
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{
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None,
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Always,
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Never,
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Less,
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Equal,
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LessOrEqual,
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Greater,
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NotEqual,
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GreaterOrEqual
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};
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// Cull mode during a draw call
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enum class Cull
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{
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// No Culling enabled
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None = 0,
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// Cull front faces
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Front = 1,
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// Cull back faces
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Back = 2,
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};
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enum class BlendOp
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{
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Add,
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Subtract,
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ReverseSubtract,
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Min,
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Max
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};
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enum class BlendFactor
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{
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Zero,
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One,
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SrcColor,
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OneMinusSrcColor,
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DstColor,
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OneMinusDstColor,
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SrcAlpha,
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OneMinusSrcAlpha,
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DstAlpha,
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OneMinusDstAlpha,
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ConstantColor,
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OneMinusConstantColor,
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ConstantAlpha,
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OneMinusConstantAlpha,
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SrcAlphaSaturate,
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Src1Color,
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OneMinusSrc1Color,
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Src1Alpha,
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OneMinusSrc1Alpha
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};
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enum class BlendMask
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{
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None = 0,
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Red = 1,
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Green = 2,
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Blue = 4,
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Alpha = 8,
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RGB = Red | Green | Blue,
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RGBA = Red | Green | Blue | Alpha,
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};
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// BlendMode using for rendering
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struct BlendMode
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{
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// Normal is Premultipled Alpha
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// TODO: potentially rename normal to match that it is for Premultiplied Alpha?
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static const BlendMode Normal;
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static const BlendMode NonPremultiplied;
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static const BlendMode Subtract;
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static const BlendMode Additive;
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BlendOp color_op;
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BlendFactor color_src;
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BlendFactor color_dst;
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BlendOp alpha_op;
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BlendFactor alpha_src;
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BlendFactor alpha_dst;
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BlendMask mask;
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u32 rgba;
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BlendMode() = default;
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BlendMode(BlendOp op, BlendFactor src, BlendFactor dst) :
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color_op(op), color_src(src), color_dst(dst),
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alpha_op(op), alpha_src(src), alpha_dst(dst),
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mask(BlendMask::RGBA), rgba(0xffffffff) {}
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BlendMode(
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BlendOp color_op, BlendFactor color_src, BlendFactor color_dst,
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BlendOp alpha_op, BlendFactor alpha_src, BlendFactor alpha_dst,
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BlendMask blend_mask, u32 blend_rgba) :
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color_op(color_op), color_src(color_src), color_dst(color_dst),
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alpha_op(alpha_op), alpha_src(alpha_src), alpha_dst(alpha_dst),
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mask(blend_mask), rgba(blend_rgba) {}
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constexpr bool operator==(const BlendMode& rhs) const
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{
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return
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color_op == rhs.color_op && color_src == rhs.color_src && color_dst == rhs.color_dst &&
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alpha_op == rhs.alpha_op && alpha_src == rhs.alpha_src && alpha_dst == rhs.alpha_dst &&
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mask == rhs.mask && rgba == rhs.rgba;
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}
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constexpr bool operator!=(const BlendMode& rhs) const
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{
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return !(*this == rhs);
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}
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};
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// Texture filter
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enum class TextureFilter
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{
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None, // Will fallback to whatever default the driver sets
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Linear, // Linear interpolation
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Nearest // Nearest Neighbour interpolation
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};
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// Texture Wrap Mode
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enum class TextureWrap
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{
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None, // Will fallback to whatever default the driver sets
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Clamp, // Clamps the texture to the edges
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Repeat // Repeats the texture
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};
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// Texture Sampler State, applied during rendering
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struct TextureSampler
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{
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// Filter Mode
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TextureFilter filter;
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// Wrap X Mode
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TextureWrap wrap_x;
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// Wrap Y Mode
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TextureWrap wrap_y;
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TextureSampler() :
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filter(TextureFilter::Linear), wrap_x(TextureWrap::Repeat), wrap_y(TextureWrap::Repeat) {}
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TextureSampler(TextureFilter filter) :
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filter(filter), wrap_x(TextureWrap::Repeat), wrap_y(TextureWrap::Repeat) {}
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TextureSampler(TextureFilter filter, TextureWrap wrap_x, TextureWrap wrap_y) :
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filter(filter), wrap_x(wrap_x), wrap_y(wrap_y) {}
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bool operator==(const TextureSampler& rhs) const
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{
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return filter == rhs.filter && wrap_x == rhs.wrap_x && wrap_y == rhs.wrap_y;
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}
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bool operator!=(const TextureSampler& rhs) const
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{
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return !(*this == rhs);
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}
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};
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enum class TextureFormat
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{
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None, // Invalid Format
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R, // Single 8-bit channel
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RG, // 2 8-bit channels
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RGBA, // 4 8-bit channels
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DepthStencil, // Depth 24, Stencil 8
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Count // Total Formats
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};
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enum class ClearMask
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{
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None = 0,
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Color = 1,
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Depth = 2,
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Stencil = 4,
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All = (int)Color | (int)Depth | (int)Stencil
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};
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// Supported Uniform Types
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enum class UniformType
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{
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None,
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Float,
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Float2,
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Float3,
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Float4,
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Mat3x2,
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Mat4x4,
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Texture2D,
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Sampler2D
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};
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// Supported Shader Types
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enum class ShaderType
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{
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None = 0,
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Vertex = 1 << 0,
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Fragment = 1 << 1
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};
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// Uniform Info, provided by the Shader
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struct UniformInfo
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{
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// Name of the Uniform
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String name;
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// The Value type of the Uniform
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UniformType type;
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// The Shader type the Uniform is a part of
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ShaderType shader;
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// Texture / Sampler register index, which shaders can manually assign
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int register_index = 0;
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// Some rendering APIs have uniform buffers. The `buffer_index`
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// specifies which buffer the uniform belongs to
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int buffer_index = 0;
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// Array length of the Uniform (ex. a vec2[4] would be 4)
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int array_length = 0;
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};
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// Supported Vertex value types
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enum class VertexType
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{
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None,
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Float,
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Float2,
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Float3,
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Float4,
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Byte4,
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UByte4,
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Short2,
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UShort2,
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Short4,
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UShort4
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};
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// Vertex Attribute information
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struct VertexAttribute
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{
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// Location / Attribute Index
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int index = 0;
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// Vertex Type
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VertexType type = VertexType::None;
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// Whether the Vertex should be normalized (doesn't apply to Floats)
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bool normalized = false;
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};
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// Vertex Format information.
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// Holds a list of attributes and total stride per-vertex.
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struct VertexFormat
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{
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// List of Attributes
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StackVector<VertexAttribute, 16> attributes;
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// Total size in bytes of each Vertex element
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int stride = 0;
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VertexFormat() = default;
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VertexFormat(const StackVector<VertexAttribute, 16>& attributes, int stride = 0);
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};
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// Supported Vertex Index formats
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enum class IndexFormat
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{
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// Indices are 16-bit unsigned integers
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UInt16,
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// Indices are 32-bit unsigned integers
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UInt32
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};
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// Data to be passed to the shader to construct it
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struct ShaderData
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{
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struct HLSL_Attribute
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{
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// Semantic Name
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const char* semantic_name = nullptr;
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// (optional) Semantic Index
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int semantic_index = 0;
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};
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// Vertex Shader Program data
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String vertex;
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// Fragment Shader Program data
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String fragment;
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// HLSL Attributes - required for D3D11
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StackVector<HLSL_Attribute, 16> hlsl_attributes;
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};
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// A shader used during Rendering
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class Shader
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{
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protected:
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Shader() = default;
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public:
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// Copy / Moves not allowed
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Shader(const Shader&) = delete;
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Shader(Shader&&) = delete;
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Shader& operator=(const Shader&) = delete;
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Shader& operator=(Shader&&) = delete;
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// Default Destructor
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virtual ~Shader() = default;
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// Creates a Shader with the given Shader Data.
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// If the Shader creation fails, it will return an invalid ShaderRef.
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static ShaderRef create(const ShaderData& data);
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// Gets a list of Shader Uniforms from Shader
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virtual Vector<UniformInfo>& uniforms() = 0;
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// Gets a list of Shader Uniforms from Shader
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virtual const Vector<UniformInfo>& uniforms() const = 0;
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};
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// A 2D Texture held by the GPU to be used during rendering
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class Texture
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{
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protected:
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Texture() = default;
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public:
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// Copy / Moves not allowed
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Texture(const Texture&) = delete;
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Texture(Texture&&) = delete;
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Texture& operator=(const Texture&) = delete;
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Texture& operator=(Texture&&) = delete;
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// Default Destructor
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virtual ~Texture() = default;
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// Creates a new Texture.
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// If the Texture creation fails, it will return an invalid TextureRef.
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static TextureRef create(const Image& image);
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// Creates a new Texture.
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// If image data is provided, it should be the full size of the texture.
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// If the Texture creation fails, it will return an invalid TextureRef.
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static TextureRef create(int width, int height, TextureFormat format, unsigned char* data = nullptr);
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// Creates a new Texture from a Stream.
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// If the Texture creation fails, it will return an invalid TextureRef.
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static TextureRef create(Stream& stream);
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// Creates a new Texture from a File.
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// If the Texture creation fails, it will return an invalid TextureRef.
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static TextureRef create(const FilePath& file);
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// gets the width of the texture
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virtual int width() const = 0;
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// gets the height of the texture
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virtual int height() const = 0;
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// Gets the format of the Texture
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virtual TextureFormat format() const = 0;
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// Sets the data of the Texture.
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// Note that the data should be the same format and size as the Texture. There is no row padding.
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virtual void set_data(const u8* data) = 0;
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// Sets the data of the Texture to the provided Color buffer.
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// If the Texture Format is not RGBA, this won't do anything.
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void set_data(const Color* data);
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// Gets the data of the Texture.
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// Note that the data will be written to in the same format as the Texture,
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// and you should allocate enough space for the full texture. There is no row padding.
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virtual void get_data(u8* data) = 0;
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// Gets the data of the Texture.
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// If the Texture Format is not RGBA, this won't do anything.
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void get_data(Color* data);
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// Returns true if the Texture is part of a FrameBuffer
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virtual bool is_framebuffer() const = 0;
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};
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// Up to 4 color textures + 1 depth/stencil
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using Attachments = StackVector<TextureRef, 5>;
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using AttachmentFormats = StackVector<TextureFormat, 5>;
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// Target is a 2D Buffer that can be drawn to.
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// It can hold up to 4 color Textures, and 1 Depth/Stencil Texture.
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class Target
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{
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protected:
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Target() = default;
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public:
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// Copy / Moves not allowed
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Target(const Target&) = delete;
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Target(Target&&) = delete;
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Target& operator=(const Target&) = delete;
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Target& operator=(Target&&) = delete;
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// Default Destructor
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virtual ~Target() = default;
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// Creates a new Target with a single Color texture
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// If the Target creation fails, it will return an invalid TargetRef.
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static TargetRef create(int width, int height);
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// Creates a new Target with the given Texture Attachments. You must provide at least one Attachment.
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// If the Target creation fails, it will return an invalid TargetRef.
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static TargetRef create(int width, int height, const AttachmentFormats& textures);
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// Gets the list of Attachments from the Target
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virtual Attachments& textures() = 0;
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// Gets the list of Attachments from the Target
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virtual const Attachments& textures() const = 0;
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// Gets the Attachment at a given index from the Target
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TextureRef& texture(int index);
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// Gets the Attachment at a given index from the Target
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const TextureRef& texture(int index) const;
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// Gets the width of the Target
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virtual int width() const;
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// Gets the height of the Target
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virtual int height() const;
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// Clears the Target
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virtual void clear(Color color = Color::black, float depth = 1.0f, u8 stencil = 0, ClearMask mask = ClearMask::All) = 0;
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};
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// A Mesh is a set of Indices and Vertices which are used for drawing
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class Mesh
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{
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protected:
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Mesh() = default;
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public:
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// Copy / Moves not allowed
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Mesh(const Mesh&) = delete;
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Mesh(Mesh&&) = delete;
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Mesh& operator=(const Mesh&) = delete;
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Mesh& operator=(Mesh&&) = delete;
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// Default Destructor
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virtual ~Mesh() = default;
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// Creates a new Mesh.
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// If the Mesh creation fails, it will return an invalid Mesh.
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static MeshRef create();
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// Uploads the given index buffer to the Mesh
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virtual void index_data(IndexFormat format, const void* indices, i64 count) = 0;
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// Uploads the given vertex buffer to the Mesh
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virtual void vertex_data(const VertexFormat& format, const void* vertices, i64 count) = 0;
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// Uploads the given instance buffer to the Mesh
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virtual void instance_data(const VertexFormat& format, const void* instances, i64 count) = 0;
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// Gets the index count of the Mesh
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virtual i64 index_count() const = 0;
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// Gets the vertex count of the Mesh
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virtual i64 vertex_count() const = 0;
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// Gets the instance count of the Mesh
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virtual i64 instance_count() const = 0;
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};
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// Materials hold values that can be assigned to a shader during rendering
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class Material final
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{
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private:
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Material(const ShaderRef& shader);
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public:
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// Copy / Moves not allowed
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Material(const Material&) = delete;
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Material(Material&&) = delete;
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Material& operator=(const Material&) = delete;
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Material& operator=(Material&&) = delete;
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// Default destructor
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~Material() = default;
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// Creates a new Material from the given Shader.
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// If the Shader is invalid, it will return an invalid MaterialRef.
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static MaterialRef create(const ShaderRef& shader);
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// Clones the material and returns a new one
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MaterialRef clone() const;
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// Returns the Shader assigned to the Material.
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ShaderRef shader() const;
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// Sets the texture
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void set_texture(const char* name, const TextureRef& texture, int array_index = 0);
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// Sets the texture
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void set_texture(int register_index, const TextureRef& texture);
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// Gets the texture, or an empty reference if invalid
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TextureRef get_texture(const char* name, int array_index = 0) const;
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// Gets the texture, or an empty reference if invalid
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TextureRef get_texture(int register_index) const;
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// Sets the sampler
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void set_sampler(const char* name, const TextureSampler& sampler, int array_index = 0);
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// Sets the sampler
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void set_sampler(int register_index, const TextureSampler& sampler);
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// Gets the sampler
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TextureSampler get_sampler(const char* name, int array_index = 0) const;
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// Gets the sampler
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TextureSampler get_sampler(int register_index) const;
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// Sets the value. `length` is the total number of floats to set
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// For example if the uniform is a float2[4], a total of 8 float values
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// can be set.
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void set_value(const char* name, const float* value, i64 length);
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// Shorthands to more easily assign uniform values
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void set_value(const char* name, float value);
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void set_value(const char* name, const Vec2f& value);
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void set_value(const char* name, const Vec3f& value);
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void set_value(const char* name, const Vec4f& value);
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void set_value(const char* name, const Mat3x2f& value);
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void set_value(const char* name, const Mat4x4f& value);
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void set_value(const char* name, const Vector<float>& value);
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void set_value(const char* name, const Vector<Vec2f>& value);
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void set_value(const char* name, const Vector<Vec3f>& value);
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void set_value(const char* name, const Vector<Vec4f>& value);
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void set_value(const char* name, const Vector<Mat3x2f>& value);
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void set_value(const char* name, const Vector<Mat4x4f>& value);
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// Gets a pointer to the values of the given Uniform, or nullptr if it doesn't exist.
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const float* get_value(const char* name, i64* length = nullptr) const;
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// Checks if the shader attached to the material has a uniform value with the given name
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bool has_value(const char* name) const;
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// Returns the internal Texture buffer
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const Vector<TextureRef>& textures() const;
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// Returns the internal Sampler buffer
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const Vector<TextureSampler>& samplers() const;
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// Returns the interal float buffer of all the values
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const float* data() const;
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private:
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ShaderRef m_shader;
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Vector<TextureRef> m_textures;
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Vector<TextureSampler> m_samplers;
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Vector<float> m_data;
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};
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// A single draw call
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struct DrawCall
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{
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// Framebuffer to draw to
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TargetRef target;
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// Mesh to draw with
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MeshRef mesh;
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// Material to draw with
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MaterialRef material;
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// Whether the DrawCall should use a specific viewport
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bool has_viewport;
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// Whether the DrawCall should use a scissor rectangle
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bool has_scissor;
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// The viewport (only used if hasViewport is true)
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Rectf viewport;
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// The scissor rectangle (only used if hasScissor is true)
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Rectf scissor;
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// First index in the Mesh to draw from
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i64 index_start;
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// Total amount of indices to draw from the Mesh
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i64 index_count;
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// Total amount of instances to draw from the Mesh
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i64 instance_count;
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// Depth Compare Function
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Compare depth;
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// Cull Mode
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Cull cull;
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// Blend Mode
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BlendMode blend;
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// Initializes a default DrawCall
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DrawCall();
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// Performs the render
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void perform();
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};
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} |