engine/include/Render/RenderInterface.h

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#ifndef RENDER_INTERFACE_H_INCLUDED
#define RENDER_INTERFACE_H_INCLUDED
#include "include/Utils/Utils.h"
#include "include/Render/RenderMisc.h"
#include "include/Render/RenderParams.h"
namespace SE
{
class TRendererInterface
{
protected:
int ScreenWidth;
int ScreenHeight;
float MatrixWidth;
float MatrixHeight;
mat4 ProjectionModelviewMatrix;
std::stack<mat4> ProjectionMatrixStack;
std::stack<mat4> ModelviewMatrixStack;
virtual void TryEnableVertexAttribArrays();
virtual void TryDisableVertexAttribArrays();
virtual void DrawQuad(const T2DQuad& quad) = 0;
public:
TRendererInterface();
virtual ~TRendererInterface() { }
virtual void InitOpenGL(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight) = 0;
virtual int GetScreenWidth();
virtual int GetScreenHeight();
virtual float GetMatrixWidth();
virtual float GetMatrixHeight();
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virtual void SetMatrixWidth(float matrixWidth);
virtual void SetMatrixHeight(float matrixHeight);
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virtual void SetScreenWidthHeight(int screenWidth, int screenHeight);
virtual void SetUniforms() = 0;
virtual void PushMatrix();
virtual void LoadIdentity();
virtual void TranslateMatrix(const vec3& p);
virtual void ScaleMatrix(float scale);
virtual void ScaleMatrix(const vec3& scale);
virtual void RotateMatrix(const vec4& q);
virtual void PushSpecialMatrix(const mat4& m);
virtual void PopMatrix();
virtual void SetProjectionMatrix(float width, float height);
virtual void PushProjectionMatrix(float width, float height);
virtual void PopProjectionMatrix();
virtual void SetFrameViewport(const std::string& frameName);
virtual void SetFullScreenViewport();
virtual void PushShader(const std::string& shaderName);
virtual void PopShader();
virtual void DrawRect(const vec2& p1, const vec2& p2);
virtual void DrawRect(const vec2& p1, const vec2& p2, const vec2& t1, const vec2& t2);
virtual void DrawTriangleList(const TTriangleList& triangleList) = 0;
virtual void SwitchToScreen() = 0;
virtual void SwitchToFrameBuffer(const std::string& frameName) = 0;
void DrawFrameFullScreen(const std::string& frameName);
void DrawFramePartScreen(const std::string& frameName, vec2 posFrom, vec2 posTo); //To draw water. posFrom and posTo goes from 0 to 1
};
} //namespace SE
#endif