2013-01-19 20:02:34 +00:00
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#ifndef SALMON_RENDER_INTERFACE_H_INCLUDED
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#define SALMON_RENDER_INTERFACE_H_INCLUDED
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#include "include/Utils/Utils.h"
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#include "include/SimpleLand/SimpleLand.h"
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#include "include/Render/RenderMisc.h"
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#include "include/Render/SalmonRender/BackgroundCubemap.h"
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2013-01-27 21:31:32 +00:00
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#include "include/Render/SalmonRender/Cameras.h"
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2013-01-23 20:58:15 +00:00
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2013-01-27 21:31:32 +00:00
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namespace SE
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{
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2013-02-10 19:08:19 +00:00
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class TSalmonRendererInterface
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{
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protected:
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int ScreenWidth;
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int ScreenHeight;
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float MatrixWidth;
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float MatrixHeight;
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mat4 ProjectionModelviewMatrix;
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std::stack<mat4> ProjectionMatrixStack;
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std::stack<mat4> ModelviewMatrixStack;
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mat4 CamModelViewMatrix;
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mat4 CamInversedModelViewMatrix;
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float GlobalShadowAreaHalfSize;
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2013-01-28 10:40:28 +00:00
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vec3 CamPos; //Do not change - call CalcCamPos instead
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virtual void TryEnableVertexAttribArrays();
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virtual void TryDisableVertexAttribArrays();
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virtual void DrawQuad(const T2DQuad& quad) = 0;
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public:
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TCamera Camera;
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TSalmonRendererInterface();
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virtual void InitOpenGL(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight);
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2013-01-28 10:40:28 +00:00
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vec3 GetCamShift();
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vec3 GetCamVec();
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vec3 GetCamPos();
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void CalcCamPos();
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virtual void SetUniforms();
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virtual int GetScreenWidth();
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virtual int GetScreenHeight();
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virtual float GetMatrixWidth();
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virtual float GetMatrixHeight();
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virtual void SetMatrixWidth(float matrixWidth);
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virtual void SetMatrixHeight(float matrixHeight);
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virtual void PushMatrix();
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virtual void LoadIdentity();
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virtual void TranslateMatrix(const vec3& p);
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virtual void ScaleMatrix(float scale);
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virtual void ScaleMatrix(const vec3& scale);
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virtual void RotateMatrix(const vec4& q);
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virtual void PushSpecialMatrix(const mat4& m);
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virtual void PopMatrix();
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virtual void SetProjectionMatrix(float width, float height);
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virtual void PushProjectionMatrix(float width, float height);
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virtual void PopProjectionMatrix();
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virtual void SetFrameViewport(const std::string& frameName);
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virtual void SetFullScreenViewport();
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void SetPerspectiveFullScreenViewport();
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void SetOrthoFullScreenViewport();
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void SetPerspectiveProjection(float angle = pi/6.f, float zNear = 1.f, float zFar = 100.f);
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void SetOrthoProjection();
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mat4 GetModelviewMatrix();
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void SetPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);
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void PushPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);
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void SetGLCamView();
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void SetGlIdentityView();
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void SetGlPosXView();
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void SetGlNegXView();
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void SetGlPosYView();
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void SetGlNegYView();
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void SetGlPosZView();
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void SetGlNegZView();
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virtual void SwitchToScreen();
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virtual void SwitchToFrameBuffer(const std::string& frameName);
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void SwitchToCubemapBuffer(const std::string& frameName,cardinal cubeSide);
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void BeginDrawToDepthBufferGlobal(std::string& globalBufferName);
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void BeginDrawToDepthBufferLocal(std::string& localBufferName);
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void EndDrawToDepthBuffer();
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virtual void PushShader(const std::string& shaderName);
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virtual void PopShader();
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virtual void DrawRect(const vec2& p1, const vec2& p2);
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virtual void DrawRect(const vec2& p1, const vec2& p2, const vec2& t1, const vec2& t2);
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virtual void DrawTriangleList(const TTriangleList& triangleList) = 0;
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void DrawFrameFullScreen(const std::string& frameName);
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void DrawFramePartScreen(const std::string& frameName, vec2 posFrom, vec2 posTo); //To draw water. posFrom and posTo goes from 0 to 1
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};
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} //namespace SE
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#endif
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