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i_resource.h
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//--------------------------------------------------------------------
// 文件名: i_resource.h
// 内 容:
// 说 明:
// 创建日期: 2013年1月24日
// 创建人: 陆利民
// 版权所有: 苏州蜗牛电子有限公司
//--------------------------------------------------------------------
#ifndef _VISUAL_I_RESOURCE_H
#define _VISUAL_I_RESOURCE_H
#include "../public/macros.h"
#include "../visual/fm_define.h"
// 显示资源基类
class IResource
{
public:
// 资源类型
enum
{
TYPE_VERTEX_BUFFER,
TYPE_STATIC_VB,
TYPE_DYNAMIC_VB,
TYPE_INDEX_BUFFER,
TYPE_STATIC_IB,
TYPE_DYNAMIC_IB,
TYPE_SHADER_TEX,
TYPE_RENDER_TEX,
TYPE_DEPTH_TEX,
TYPE_COLOR_TEX,
TYPE_STENCIL_TEX,
TYPE_DEPTH_STENCIL_TEX,
TYPE_STATIC_TEX,
TYPE_DYNAMIC_TEX,
TYPE_STATIC_CUBE,
TYPE_COLOR_RT,
TYPE_DEPTH_RT,
TYPE_DEPTH_STENCIL_RT,
TYPE_FRAME_RT,
TYPE_VERTEX_SHADER,
TYPE_PIXEL_SHADER,
TYPE_SHADER_PROGRAM,
TYPE_TEXTURE_SAMPLER,
};
public:
virtual ~IResource() = 0;
// 释放
virtual void Release() = 0;
// 获得资源类型
virtual int GetResourceType() = 0;
private:
// 销毁
virtual void Destroy() = 0;
#ifdef PROCESS_LOST_DEVICE
// 设备就绪时的处理
virtual bool Restore(){return true;};
// 设备丢失时的处理
virtual bool Invalidate(){return true;};
#endif
friend class Render;
};
inline IResource::~IResource() {}
// 顶点缓冲
class IVertexBuffer: public IResource
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_VERTEX_BUFFER; }
// 获得缓冲区
fm_uint GetBuffer() const { return m_nBuffer; }
// 获得缓冲区长度
unsigned int GetSize() const { return m_nSize; }
protected:
fm_uint m_nBuffer;
unsigned int m_nSize;
#ifdef PROCESS_LOST_DEVICE
void* m_pData;
#endif
};
// 静态顶点缓冲
class IStaticVB: public IVertexBuffer
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_STATIC_VB; }
};
// 动态顶点缓冲
class IDynamicVB: public IVertexBuffer
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_DYNAMIC_VB; }
// 返回创建VB的时候的标识串
virtual const char* GetIdent() = 0;
};
// 索引缓冲
class IIndexBuffer: public IResource
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_INDEX_BUFFER; }
// 获得缓冲区
fm_uint GetBuffer() const { return m_nBuffer; }
// 获得缓冲区长度
unsigned int GetSize() const { return m_nSize; }
// 获得格式
int GetFormat() const { return m_nFormat; }
protected:
fm_uint m_nBuffer;
#ifdef PROCESS_LOST_DEVICE
void* m_pData;
#endif
unsigned int m_nSize;
int m_nFormat;
};
// 静态索引缓冲
class IStaticIB: public IIndexBuffer
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_STATIC_IB; }
};
// 动态索引缓冲
class IDynamicIB: public IIndexBuffer
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_DYNAMIC_IB; }
};
// 设置贴图采样器
class ITextureSampler: public IResource
{
public:
// TextureMagFilter
enum TEX_SAMPLER_MAG_FILTER
{
TS_MAG_NEAREST,
TS_MAG_LINEAR,
};
// TextureMinFilter
enum TEX_SAMPLER_MIN_FILTER
{
TS_MIN_NEAREST,
TS_MIN_LINEAR,
TS_MIN_NEAREST_MIPMAP_NEAREST,
TS_MIN_LINEAR_MIPMAP_NEAREST,
TS_MIN_NEAREST_MIPMAP_LINEAR,
TS_MIN_LINEAR_MIPMAP_LINEAR,
};
// UV type
enum TEX_WRAP_TYPE
{
TWT_U,
TWT_V,
TWT_MAX,
};
// TextureWrapMode 纹理包装方式
enum TEX_WRAP_MODE
{
TWM_REPEAT,
TWM_CLAMP_TO_EDGE,
TWM_MIRRORED_REPEAT,
};
// TextureType 纹理类型
enum TEX_TYPE
{
TEX_2D,
TEX_3D,
TEX_CUBE,
};
// 设置纹理过滤方式
virtual void SetTextureSamplerFilter(ITextureSampler::TEX_SAMPLER_MAG_FILTER tex_mag,ITextureSampler::TEX_SAMPLER_MIN_FILTER tex_min) = 0;
virtual void GetTextureSamplerFilter(ITextureSampler::TEX_SAMPLER_MAG_FILTER& tex_mag,ITextureSampler::TEX_SAMPLER_MIN_FILTER& tex_min) = 0;
// 设置纹理包装
virtual void SetTextureUVWrapMode(ITextureSampler::TEX_WRAP_MODE u_wrap_mode,ITextureSampler::TEX_WRAP_MODE v_wrap_mode) = 0;
virtual void GetTextureUVWrapMode(ITextureSampler::TEX_WRAP_MODE& u_wrap_type,ITextureSampler::TEX_WRAP_MODE& v_wrap_mode) = 0;
virtual ITextureSampler::TEX_TYPE GetTextureType() = 0;
// 获得资源类型
virtual int GetResourceType() { return TYPE_TEXTURE_SAMPLER; }
};
// 不可采样贴图
class IRenderTex:public IResource
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_RENDER_TEX; }
// 获得可采样对象
fm_uint GetRenderTex() const { return m_nRenderTex; }
// 贴图宽度
virtual unsigned int GetWidth() const = 0;
// 贴图高度
virtual unsigned int GetHeight() const = 0;
// 贴图格式
virtual TEX_FORMAT GetFormat() const = 0;
protected:
fm_uint m_nRenderTex;
};
// 不可采样的深度
class IDepthTex:public IRenderTex
{
public:
// 获得资源的类型
virtual int GetResourceType() { return TYPE_DEPTH_TEX;};
// 获得可采样对象
fm_uint GetRenderTex() const { return m_nRenderTex; }
// 贴图宽度
virtual unsigned int GetWidth() const = 0;
// 贴图高度
virtual unsigned int GetHeight() const = 0;
// 贴图格式
virtual TEX_FORMAT GetFormat() const = 0;
};
// 不可以采样的深度
class IColorTex:public IRenderTex
{
public:
// 获得资源的类型
virtual int GetResourceType() { return TYPE_COLOR_TEX; };
// 获得可采样对象
fm_uint GetRenderTex() const { return m_nRenderTex; }
// 贴图宽度
virtual unsigned int GetWidth() const = 0;
// 贴图高度
virtual unsigned int GetHeight() const = 0;
// 贴图格式
virtual TEX_FORMAT GetFormat() const = 0;
};
// 不可采样的模板
class IStencilTex:public IRenderTex
{
public:
// 获得资源的类型
virtual int GetResourceType() { return TYPE_STENCIL_TEX ;};
// 获得可采样对象
fm_uint GetRenderTex() const { return m_nRenderTex; }
// 贴图宽度
virtual unsigned int GetWidth() const = 0;
// 贴图高度
virtual unsigned int GetHeight() const = 0;
// 贴图格式
virtual TEX_FORMAT GetFormat() const = 0;
};
// 具有深度和模板的一种特殊不可采样
class IDepthStencilTex:public IRenderTex
{
public:
// 获得资源的类型
virtual int GetResourceType() { return TYPE_DEPTH_STENCIL_TEX ;};
// 获得可采样对象
fm_uint GetRenderTex() const { return m_nRenderTex; }
// 贴图宽度
virtual unsigned int GetWidth() const = 0;
// 贴图高度
virtual unsigned int GetHeight() const = 0;
// 贴图格式
virtual TEX_FORMAT GetFormat() const = 0;
};
// 可采样贴图
class IShaderTex: public IResource
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_SHADER_TEX; }
// 获得可采样对象
fm_uint GetTexture() const { return m_nTexture; }
// 贴图宽度
virtual unsigned int GetWidth() const = 0;
// 贴图高度
virtual unsigned int GetHeight() const = 0;
// 贴图格式
virtual TEX_FORMAT GetFormat() const = 0;
// 获取贴图采样器操作
virtual ITextureSampler* GetTextureSampler() const = 0;
protected:
fm_uint m_nTexture;
};
// 静态贴图
class IStaticTex: public IShaderTex
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_STATIC_TEX; }
};
// 动态贴图
class IDynamicTex: public IShaderTex
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_DYNAMIC_TEX; }
};
// 静态立方体贴图
class IStaticCube: public IShaderTex
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_STATIC_CUBE; }
};
// 颜色渲染目标
class IColorRT: public IShaderTex
{
public:
// 宽度
virtual unsigned int GetWidth() const = 0;
// 高度
virtual unsigned int GetHeight() const = 0;
// 格式
virtual TEX_FORMAT GetFormat() const = 0;
// 是否自动生成层级
virtual bool GetAutoGenMipmap() const = 0;
// 获得资源类型
virtual int GetResourceType() { return TYPE_COLOR_RT; }
};
// 深度渲染目标
class IDepthRT: public IShaderTex
{
public:
// 宽度
virtual unsigned int GetWidth() const = 0;
// 高度
virtual unsigned int GetHeight() const = 0;
// 格式
virtual TEX_FORMAT GetFormat() const = 0;
// 获得资源类型
virtual int GetResourceType() { return TYPE_DEPTH_RT; }
};
// 可采样的深度模板格式
class IDepthStencilRT: public IShaderTex
{
public:
// 宽度
virtual unsigned int GetWidth() const = 0;
// 高度
virtual unsigned int GetHeight() const = 0;
// 格式
virtual TEX_FORMAT GetFormat() const = 0;
// 获得资源类型
virtual int GetResourceType() { return TYPE_DEPTH_STENCIL_RT; }
};
// 创建一个FrameBuffer
class IFrameRT : public IResource
{
public:
//绑定状态
enum BIND_STATE
{
BIND_NONE,//未绑定
BIND_TEX,//绑定不可读贴图
BIND_RT,//绑定可读纹理
};
// 获得资源类型
virtual int GetResourceType() { return TYPE_FRAME_RT; }
// Framebuffer对象
fm_uint GetFrame() const { return m_nFrame; }
// 获取IColorRT
virtual IColorRT* GetColorRT() = 0;
// 获取IDepthRT
virtual IDepthRT* GetDepthRT() = 0;
// 获取绑定的IColorTex
virtual IColorTex* GetColorTex() = 0;
// 获取绑定的DepthTex
virtual IDepthTex* GetDepthTex() = 0;
// 获取绑定的模版
virtual IStencilTex* GetStencilTex() = 0;
// 获取绑定的深度模板
virtual IDepthStencilTex* GetDepthStencilTex() = 0 ;
// 获取绑定的深度模板
virtual IDepthStencilRT* GetDepthStencilRT() = 0;
// 设置IColorRT
virtual bool SetColorRT(IColorRT* pColorRT) = 0;
// 设置IDepthRT
virtual bool SetDepthRT(IDepthRT* pDepthRT) = 0;
virtual bool SetColorTex(IColorTex* pColorTex) = 0;
virtual bool SetDepthTex(IDepthTex* pDepthTex) = 0;
virtual bool SetStencilTex(IStencilTex* pStencil) = 0;
virtual bool SetDepthStencilTex(IDepthStencilTex* pDepthStencilTex) = 0;
virtual bool SetDepthStencilRT(IDepthStencilRT* pDepthStencilRT) = 0;
// 查询绑Frame当前的绑定的状态
virtual IFrameRT::BIND_STATE GetColorState() = 0;
virtual IFrameRT::BIND_STATE GetDepthState() = 0;
virtual IFrameRT::BIND_STATE GetStencilState() = 0;
// 是否绑定了DepthStencil
virtual bool IsBindDepthStencil() = 0;
// 使用当前FBO作为渲染对象
virtual void UsedFrameRT() = 0;
protected:
fm_uint m_nFrame;
};
// 顶点着色器
class IVertexShader: public IResource
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_VERTEX_SHADER; }
// 获得着色器
fm_uint GetShader() const { return m_nShader; }
virtual const char* GetFileName() const = 0;
virtual const char* GetDefine() const = 0;
virtual const char* GetFuncName() const = 0;
protected:
fm_uint m_nShader;
};
// 像素着色器
class IPixelShader: public IResource
{
public:
// 获得资源类型
virtual int GetResourceType() { return TYPE_PIXEL_SHADER; }
// 获得着色器
fm_uint GetShader() const { return m_nShader; }
virtual const char* GetFileName() const = 0;
virtual const char* GetDefine() const = 0;
virtual const char* GetFuncName() const = 0;
protected:
fm_uint m_nShader;
};
// shader常量操作
class IShaderParamOp
{
public:
//根据寄存器变量名字获取索引值
virtual fm_int FindParamIdByName(const char* pstrName) = 0;
// bAuto 是否需要引擎底层自动管理设置
virtual bool SetParamValue(fm_int Id,fm_float x,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,fm_int x,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,fm_float x,fm_float y,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,fm_int x,fm_int y,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,fm_float x,fm_float y,fm_float z,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,fm_int x,fm_int y,fm_int z,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,fm_float x,fm_float y,fm_float z,fm_float w,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,fm_int x,fm_int y,fm_int z,fm_int w,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,fm_sizei count,const fm_float* v,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,fm_sizei count,const fm_int* v,bool bAuto = true) = 0;
// 扩展引擎结合的数学库进行包装的
virtual bool SetParamValue(fm_int Id,FmVec2& value,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,FmVec3& value,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,FmVec4& value,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,FmMat3& value,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,FmMat4& value,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,fm_sizei count,const FmVec2* value,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,fm_sizei count,const FmVec3* value,bool bAuto = true) = 0;
virtual bool SetParamValue(fm_int Id,fm_sizei count,const FmVec4* value,bool bAuto = true) = 0;
// 设置纹理
// 常量ID 纹理ID
virtual bool SetTexture2D(fm_int Id,fm_int TexID) = 0;
virtual bool SetTexture3D(fm_int Id,fm_int TexID) = 0;
virtual bool SetTextureCube(fm_int Id,fm_int TexID) = 0;
};
// 渲染状态管理器(目前主要进行一些粗略的渲染状态设置和获取管理)
class IRenderStateOp
{
public:
// CullFaceMode
enum CULL_FACE_MODE
{
CULL_FRONT,
CULL_BACK,
// CULL_NONE,
};
// BlendColorMode mode rgb
enum BLEND_FUNC_MODE
{
BLEND_FUNC_ADD,
BLEND_FUNC_SUBTRACT,
BLEND_FUNC_REVERSE_SUBTRACT,
};
// BlendColorFunc src and dst
enum BLEND_COLOR_FUNC
{
BLEND_COLOR_ZERO,
BLEND_COLOR_ONE,
BLEND_COLOR_SRC_COLOR,
BLEND_COLOR_ONE_MINUS_SRC_COLOR,
BLEND_COLOR_DST_COLOR,
BLEND_COLOR_ONE_MINUS_DST_COLOR,
BLEND_COLOR_SRC_ALPHA,
BLEND_COLOR_ONE_MINUS_SRC_ALPHA,
BLEND_COLOR_DST_ALPHA,
BLEND_COLOR_ONE_MINUS_DST_ALPHA,
BLEND_COLOR_CONSTANT_COLOR,
BLEND_COLOR_ONE_MINUS_CONSTANT_COLOR,
BLEND_COLOR_CONSTANT_ALPHA,
BLEND_COLOR_ONE_MINUS_CONSTANT_ALPHA,
BLEND_COLOR_SRC_ALPHA_SATURATE,//only src, srcRGB, srcAlpha:
};
// Depth Test Func
enum DEPTH_TEST_FUNC
{
DEPTH_TEST_NEVER,
DEPTH_TEST_ALWAYS,
DEPTH_TEST_LESS,
DEPTH_TEST_LEQUAL,
DEPTH_TEST_EQUAL,
DEPTH_TEST_GREATER,
DEPTH_TEST_GEQUAL,
DEPTH_TEST_NOTEQUAL,
};
// Stencil Test Face
enum STENCIL_TEST_FACE
{
STENCIL_TEST_FRONT,
STENCIL_TEST_BACK,
STENCIL_TEST_FRONT_AND_BACK,//虽然底层支持双模板测试,但是底层对于双面模板测试的状态管理较为逻辑,对于返回值可能会false.(虽然支持,但是不推荐使用)
};
// Stencil Test Mode
enum STENCIL_FUNC_MODE
{
STENCIL_FUNC_KEEP,
STENCIL_FUNC_ZERO,
STENCIL_FUNC_REPLACE,
STENCIL_FUNC_INCR,
STENCIL_FUNC_DECR,
STENCIL_FUNC_INVERT,
STENCIL_FUNC_INCR_WRAP,
STENCIL_FUNC_DECR_WRAP,
};
// Stencil Test Func
enum STENCIL_TEST_FUNC
{
STENCIL_TEST_NEVER,
STENCIL_TEST_ALWAYS,
STENCIL_TEST_LESS,
STENCIL_TEST_LEQUAL,
STENCIL_TEST_EQUAL,
STENCIL_TEST_GREATER,
STENCIL_TEST_GEQUAL,
STENCIL_TEST_NOTEQUAL,
};
public:
//混合开关
virtual bool IsEnableBlend() = 0;
virtual void EnableBlend(bool bEnable) = 0;
//深度写入
virtual bool IsEnableDepthWrite() = 0;
virtual void EnableDepthWrite(bool bEnable) = 0;
//是否进行深度测试
virtual bool IsEnableDepthTest() = 0;
virtual void EnableDepthTest(bool bEnable) = 0;
//是否颜色写入
virtual bool IsColorWrite() = 0;
virtual void EnableColorWrite(bool bEnable) = 0;
//是否进行模板测试
virtual bool IsStencilTestEnable() = 0;
virtual void EnableStencilTest(bool bEnable) = 0;
//是否开启拣选面
virtual bool IsCullFaceEnable() = 0;
virtual void EnableCullFace(bool bEnable) = 0;
//剪裁测试
virtual bool IsScissorTestEnable() = 0;
virtual void EnableScissorTest(bool bEnable) = 0;
//是否启动深度偏置(深度修正)
virtual bool IsPolygonOffsetFillEnable() = 0;
virtual void EnablePolygonOffsetFill(bool bEnable) = 0;
//深度偏置参考值
virtual void SetPolygonOffset(float factor,float units) = 0;
virtual void GetPolygonOffset(float& factor,float& units) = 0;
//三角形拣选面方式
virtual void SetCullFaceModel(IRenderStateOp::CULL_FACE_MODE cull_face_model = CULL_BACK ) = 0;
virtual IRenderStateOp::CULL_FACE_MODE GetCullFaceModel() = 0;
//颜色写入控制
virtual void SetColorWriteMask(bool bRed,bool bGreen,bool bBlue,bool bAlpha) = 0;
virtual void GetColorWriteMask(bool &bRed,bool &bGreen,bool &bBlue,bool &bAlpha) = 0;
//阿法混合控制
virtual void SetBlendColor(const FmVec4& blendcolor) = 0;
virtual FmVec4 GetBlendColor( ) = 0;
virtual void SetBlendEquationSeparate(IRenderStateOp::BLEND_FUNC_MODE modeRGB,IRenderStateOp::BLEND_FUNC_MODE modeAlpha) = 0;
virtual void GetBlendEquationSeparate(IRenderStateOp::BLEND_FUNC_MODE& modeRGB,IRenderStateOp::BLEND_FUNC_MODE& modeAlpha) = 0;
virtual void SetBlendFuncSeparate(IRenderStateOp::BLEND_COLOR_FUNC srcRGB,IRenderStateOp::BLEND_COLOR_FUNC srcAlpha,IRenderStateOp::BLEND_COLOR_FUNC dstRGB,IRenderStateOp::BLEND_COLOR_FUNC dstAlpha) = 0;
virtual void GetBlendFuncSeparate(IRenderStateOp::BLEND_COLOR_FUNC& srcRGB,IRenderStateOp::BLEND_COLOR_FUNC& srcAlpha,IRenderStateOp::BLEND_COLOR_FUNC& dstRGB,IRenderStateOp::BLEND_COLOR_FUNC& dstAlpha) = 0;
// 混合参数本质和上面是一样的只是为了用户习惯而已
virtual void SetBlendEquation(IRenderStateOp::BLEND_FUNC_MODE mode) = 0;
virtual void SetBlendFunc(IRenderStateOp::BLEND_COLOR_FUNC src,IRenderStateOp::BLEND_COLOR_FUNC dst) = 0;
// 深度写入的测试方法
virtual void SetDepthTestFunc(IRenderStateOp::DEPTH_TEST_FUNC func) = 0;
// 获取当前深度测试的方法
virtual IRenderStateOp::DEPTH_TEST_FUNC GetDepthTestFunc() = 0;
// 模板写入的测试方法
virtual void SetStencilTestFuncSeparate(IRenderStateOp::STENCIL_TEST_FACE face,IRenderStateOp::STENCIL_TEST_FUNC func,int ref,unsigned int mask) = 0;
virtual bool GetStencilTestFuncSeparate(IRenderStateOp::STENCIL_TEST_FACE face,IRenderStateOp::STENCIL_TEST_FUNC& func,int& ref,unsigned int& mask) = 0;
// 模板写入的操作方法
virtual void SetStencilTestOpSeparate(IRenderStateOp::STENCIL_TEST_FACE face,IRenderStateOp::STENCIL_FUNC_MODE sfail,IRenderStateOp::STENCIL_FUNC_MODE dpfail,IRenderStateOp::STENCIL_FUNC_MODE dppass) = 0;
virtual bool GetStencilTestOpSeparate(IRenderStateOp::STENCIL_TEST_FACE face,IRenderStateOp::STENCIL_FUNC_MODE& sfail,IRenderStateOp::STENCIL_FUNC_MODE& dpfail,IRenderStateOp::STENCIL_FUNC_MODE& dppass) = 0;
// 模板写入遮罩值
virtual void SetStencilTestMaskSeparate(IRenderStateOp::STENCIL_TEST_FACE face,unsigned int mask) = 0;
virtual bool GetStencilTestMaskSeparate(IRenderStateOp::STENCIL_TEST_FACE face,unsigned int& mask) = 0;
// 区域裁剪
virtual void SetScissorTest(unsigned int x,unsigned int y,fm_sizei width,fm_sizei height) = 0;
virtual void GetScissorTest(unsigned int& x,unsigned int& y,fm_sizei& width,fm_sizei& height) = 0;
// 设置视口大小
virtual void SetViewPort(unsigned int x,unsigned int y,fm_sizei width,fm_sizei height) = 0;
// 获取当前视口大小
virtual void GetViewPort(unsigned int& x,unsigned int& y,fm_sizei& width,fm_sizei& height) = 0;
};
// 渲染绘制接口
// 将所有和DrawCall 相关的函数直接关联起来统一管理 其中包括顶点数据和IB的数据监控和管理
// 渲染函数不提供人查询功能,但是底层 会自动过滤一些无效设置数据或者重复的数据存放。
class IRenderDrawOp
{
public:
//Clear Buffer Flat
enum CLEAR_BUFFER
{
CLEAR_COLOR_BUFFER = 1,
CLEAR_DEPTH_BUFFER = 1<<1,
CLEAR_STENCIL_BUFFER = 1<<2,
};
//Vertex Data Type
enum VERTEX_DATA_TYPE
{
VERTEX_DATA_BYTE,
VERTEX_DATA_UNSIGNED_BYTE,
VERTEX_DATA_SHORT,
VERTEX_DATA_UNSIGNED_SHORT,
VERTEX_DATA_FIXED,
VERTEX_DATA_FLOAT,
VERTEX_DATA_HALF_FLOAT,//16位浮点 需要检测硬件是否支持
};
//Vertex Index Type
enum VERTEX_INDEX_TYPE
{
VERTEX_INDEX_UNSIGNED,
VERTEX_INDEX_UNSIGNED_SHORT,
};
//Draw Mode Type
enum DRAW_MODE
{
DRAW_POINTS,
DRAW_LINE_STRIP,
DRAW_LINE_LOOP,
DRAW_LINES,
DRAW_TRIANGLE_STRIP,
DRAW_TRIANGLE_FAN,
DRAW_TRIANGLES,
};
public:
// clear buffer op
virtual void SetClearColor(const FmVec4& vec4Color) = 0;
virtual void SetClearDepth(float fDepth) = 0;
virtual void SetClearStencil(int s) = 0;
virtual void SetClear(fm_uint Flat) = 0;
// vertex op
// Set Vertex Attrib Format Info
virtual void SetVertexAttribPointer(unsigned int index,int size,IRenderDrawOp::VERTEX_DATA_TYPE type, fm_sizei stride, const void* ptr ) = 0;
virtual void EnableVertexAttribArray(unsigned int index,bool bEnable = true) = 0;
virtual bool IsEnableVertexAttribArray(unsigned int index) = 0;
// draw call func
virtual void DrawArrays(IRenderDrawOp::DRAW_MODE draw_mode,int first,fm_sizei count) = 0;
virtual void DrawIndex(IRenderDrawOp::DRAW_MODE draw_mode,fm_sizei count,IRenderDrawOp::VERTEX_INDEX_TYPE index_type,void* indices) = 0;
// set vb
virtual void SetVB(fm_uint vb) = 0;
// set ib
virtual void SetIB(fm_uint ib) = 0;
virtual void SaveDepthMap() = 0;
};
// 渲染状态记录器
class IRenderStateRecordOp
{
public:
//开始记录状态
virtual void Store() = 0;
//开始恢复渲染状态
virtual void Restore() = 0;
};
// 着色器程序
class IShaderProgram: public IResource
{
public:
//获取shader的常量操作
virtual IShaderParamOp* GetParamOp() const = 0;
//获取渲染器状态操作
virtual IRenderStateOp* GetRenderStateOp() const = 0;
//渲染的顶点相关的操作
virtual IRenderDrawOp* GetRenderDrawOp() const = 0;
virtual IVertexShader* GetVertexShader() const = 0;
virtual IPixelShader* GetPixelShader() const = 0;
virtual int GetAttributeLoc(const char* name) = 0;
//渲染状态记录器
// virtual IRenderStateRecordOp* GetRenderStateRecordOp() const = 0;
//使用改shader
virtual void UsedShader() = 0;
// 获得资源类型
virtual int GetResourceType() { return TYPE_SHADER_PROGRAM; }
};
#endif // _VISUAL_I_RESOURCE_H