78 lines
2.2 KiB
C++
78 lines
2.2 KiB
C++
#ifndef RENDER_INTERFACE_H_INCLUDED
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#define RENDER_INTERFACE_H_INCLUDED
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#include "include/Utils/Utils.h"
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#include "include/Render/RenderMisc.h"
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#include "include/Render/RenderParams.h"
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namespace SE
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{
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class TRendererInterface
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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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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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TRendererInterface();
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virtual ~TRendererInterface() { }
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virtual void InitOpenGL(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight) = 0;
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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 SetScreenWidthHeight(int screenWidth, int screenHeight);
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virtual void SetUniforms() = 0;
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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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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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virtual void SwitchToScreen() = 0;
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virtual void SwitchToFrameBuffer(const std::string& frameName) = 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 |