engine/include/Render/SalmonRender/SalmonRenderInterface.h
2013-01-28 10:40:28 +00:00

84 lines
1.9 KiB
C++

#ifndef SALMON_RENDER_INTERFACE_H_INCLUDED
#define SALMON_RENDER_INTERFACE_H_INCLUDED
#include "include/Utils/Utils.h"
#include "include/SimpleLand/SimpleLand.h"
#include "include/Render/RenderMisc.h"
#include "include/Render/SalmonRender/BackgroundCubemap.h"
#include "include/Render/RenderInterface.h"
#include "include/Render/SalmonRender/Cameras.h"
namespace SE
{
class TSalmonRendererInterface : public TRendererInterface
{
protected:
mat4 CamModelViewMatrix;
mat4 CamInversedModelViewMatrix;
float GlobalShadowAreaHalfSize;
vec3 CamPos; //Do not change - call CalcCamPos instead
virtual void DrawQuad(const T2DQuad& quad) = 0;
public:
TCamera Camera;
TSalmonRendererInterface();
virtual void InitOpenGL(int screenWidth, int screenHeight, float matrixWidth, float matrixHeight);
vec3 GetCamShift();
vec3 GetCamVec();
vec3 GetCamPos();
void CalcCamPos();
virtual void SetUniforms();
void SetPerspectiveFullScreenViewport();
void SetOrthoFullScreenViewport();
void SetPerspectiveProjection(float angle = pi/6.f, float zNear = 1.f, float zFar = 100.f);
void SetOrthoProjection();
mat4 GetModelviewMatrix();
void SetPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);
void PushPerspectiveProjectionMatrix(float angle, float aspect, float zNear, float zFar);
void SetGLCamView();
void SetGlIdentityView();
void SetGlPosXView();
void SetGlNegXView();
void SetGlPosYView();
void SetGlNegYView();
void SetGlPosZView();
void SetGlNegZView();
virtual void SwitchToScreen();
virtual void SwitchToFrameBuffer(const std::string& frameName);
void SwitchToCubemapBuffer(const std::string& frameName,cardinal cubeSide);
void BeginDrawToDepthBufferGlobal(std::string& globalBufferName);
void BeginDrawToDepthBufferLocal(std::string& localBufferName);
void EndDrawToDepthBuffer();
};
} //namespace SE
#endif