mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-05 21:01:52 +00:00
Reworked RenderTarget2D and corresponding API
This commit is contained in:
@@ -6,7 +6,8 @@ namespace GlitchyEngine.Renderer
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D16_UNorm,
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D24_UNorm_S8_UInt,
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D32_Float,
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D32_Float_S8X24_UInt
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D32_Float_S8X24_UInt,
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None
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}
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// TODO: add all features.
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@@ -23,6 +24,8 @@ namespace GlitchyEngine.Renderer
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public this(GraphicsContext context, uint32 width, uint32 height, DepthStencilFormat format = .D32_Float)
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{
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Log.EngineLogger.Assert(format != .None, "DepthStencilFormat None is only valid for RenderTarget");
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_context = context..AddRef();
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_width = width;
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_height = height;
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@@ -16,12 +16,10 @@ namespace GlitchyEngine.Renderer
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public extern void Init();
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/**
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* Sets a rendertarget.
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* @param renderTarget The render target.
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* @param slot The slot to which the rendertarget will be bound.
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* @remarks When @RenderTarget is null the backbuffer will be bound.
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* @BindRenderTargets has to be called in order to bind the rendertargets.
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/** @brief Sets a rendertarget to the given slot.
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* @BindRenderTargets has to be called in order to bind the rendertargets.
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* @param renderTarget The render target to set. If null, the backbuffer will be set.
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* @param slot The slot to which the rendertarget will be bound. If 0 the depth buffer of the current render target will be set. If it has no depthbuffer the current will be unset.
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*/
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public extern void SetRenderTarget(RenderTarget2D renderTarget, int slot = 0);
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@@ -9,7 +9,7 @@ namespace GlitchyEngine.Renderer
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Depth = 1,
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Stencil = 2
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}
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public static class RenderCommand
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{
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private static RendererAPI _rendererAPI;
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@@ -31,12 +31,15 @@ namespace GlitchyEngine.Renderer
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{
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_rendererAPI.Clear(renderTarget, color);
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}
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[Inline]
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public static void Clear(DepthStencilTarget target, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
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public static void Clear(DepthStencilTarget depthTarget, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
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{
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_rendererAPI.Clear(target, depthValue, stencilValue, clearFlags);
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_rendererAPI.Clear(depthTarget, depthValue, stencilValue, clearFlags);
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}
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public static void Clear(RenderTarget2D renderTarget, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags)
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{
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_rendererAPI.Clear(renderTarget, depthValue, stencilValue, clearFlags);
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}
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[Inline]
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@@ -1,25 +1,83 @@
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using System;
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namespace GlitchyEngine.Renderer
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{
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public class RenderTarget2D : Texture2D
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public struct RenderTarget2DDescription
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{
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public this(GraphicsContext context, uint32 width, uint32 height, Format format, uint32 arraySize = 1, uint32 mipLevels = 1, CPUAccessFlags cpuAccess = .None)
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: base(context)
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public uint32 Width;
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public uint32 Height;
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public uint32 ArraySize;
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public uint32 MipLevels;
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public Format PixelFormat;
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public CPUAccessFlags CpuAccess;
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public uint32 SampleCount;
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public uint32 SampleQuality;
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public DepthStencilFormat DepthStencilFormat;
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public bool IsSwapchainTarget;
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public this(Format pixelFormat, uint32 width, uint32 height, uint32 arraySize = 1, uint32 mipLevels = 1,
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DepthStencilFormat depthStencilFormat = .None, CPUAccessFlags cpuAccess = .None, uint32 sampleCount = 1, uint32 sampleQuality = 0, bool isSwapchainTarget = false)
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{
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Texture2DDesc desc;
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PixelFormat = pixelFormat;
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Width = width;
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Height = height;
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ArraySize = arraySize;
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MipLevels = mipLevels;
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CpuAccess = cpuAccess;
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DepthStencilFormat = depthStencilFormat;
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desc.Width = width;
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desc.Height = height;
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desc.Format = format;
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desc.ArraySize = arraySize;
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desc.MipLevels = mipLevels;
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// RenderTargets only can do default (I think)
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desc.Usage = .Default;
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desc.CpuAccess = cpuAccess;
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SampleCount = sampleCount;
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SampleQuality = sampleQuality;
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CreateRenderTargetPlatform(desc);
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IsSwapchainTarget = isSwapchainTarget;
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}
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}
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public class RenderTarget2D : RefCounted
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{
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internal GraphicsContext _context;
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private RenderTarget2DDescription _description;
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public RenderTarget2DDescription Description => _description;
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public uint32 Width => _description.Width;
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public uint32 Height => _description.Height;
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protected internal DepthStencilTarget _depthStenilTarget ~ _?.ReleaseRef();
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protected extern void CreateRenderTargetPlatform(Texture2DDesc desc);
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// TODO: DepthStencilTarget is just a renderTarget
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public DepthStencilTarget DepthStencilTarget => _depthStenilTarget;
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protected SamplerState _samplerState ~ _?.ReleaseRef();
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public SamplerState SamplerState
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{
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get => _samplerState;
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set
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{
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if(_samplerState == value)
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return;
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SetReference!(_samplerState, value);
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}
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}
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public this(GraphicsContext context, RenderTarget2DDescription description)
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{
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_context = context;
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_description = description;
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ApplyChanges();
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}
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/// Recreates the render target using the current description
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public void ApplyChanges()
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{
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PlatformApplyChanges();
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}
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public extern void Resize(uint32 width, uint32 height);
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protected extern void PlatformApplyChanges();
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}
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}
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@@ -20,6 +20,8 @@ namespace GlitchyEngine.Renderer
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public extern void Clear(RenderTarget2D renderTarget, ColorRGBA clearColor);
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public extern void Clear(DepthStencilTarget target, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags);
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public extern void Clear(RenderTarget2D renderTarget, float depthValue, uint8 stencilValue, DepthStencilClearFlag clearFlags);
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public extern void DrawIndexed(GeometryBinding geometry);
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