using System; using GlitchyEngine.Core; using GlitchyEngine.Math; namespace GlitchyEngine.Renderer { public class GraphicsContext : RefCounter { private static GraphicsContext s_GraphicsContext; public static GraphicsContext Get() => s_GraphicsContext; public extern SwapChain SwapChain {get;} protected extern void PlatformConstruct(); /** * The maximum number of simultaneous rendertargets supported. */ //public static extern uint32 MaxRenderTargetCount(); public extern void Init(); /** @brief Sets a depthtarget. * @BindRenderTargets has to be called in order to bind the rendertargets. * @param renderTarget The render target to set. If null, the backbuffer will be set. * @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. */ public extern void SetDepthStencilTarget(DepthStencilTarget target); /** @brief Sets a rendertarget to the given slot. * @BindRenderTargets has to be called in order to bind the rendertargets. * @param renderTarget The render target to set. If null, the backbuffer will be set. * @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. * @param setDepthTarget If set to true the depth stencil target of the given renderTarget will be bound (only applies if slot is 0). */ public extern void SetRenderTarget(RenderTarget2D renderTarget, int slot = 0, bool setDepthTarget = true); /** * Binds all. * @param renderTarget The render target. * @param slot The slot to which the rendertarget will be bound. * @remarks When @RenderTarget is null the backbuffer will be bound. */ public extern void BindRenderTargets(); // Todo: maybe do this automatically when a drawcall is issued /** * Sets all elements in the given render target to one value. * @param renderTarget The render target. * @param color The color to clear the render target with. * @remarks When @renderTarget is null the backbuffer will be cleared. */ public extern void ClearRenderTarget(RenderTarget2D renderTarget, ColorRGBA color); //public abstract void SetViewport(Viewport viewport); /** * Binds a VertexBuffer to the pipeline. * @param buffer The vertex buffer to bind. * Note: the buffer has to have BindFlags.Vertex! * @param slot The slot the vertex buffer will be bound to. * @param offset The offset in bytes from the start of the buffer. * @param stride The stride of the */ public extern void SetVertexBuffer(uint32 slot, Buffer buffer, uint32 stride, uint32 offset = 0); /** * Binds a VertexBuffer to the pipeline. */ public void SetVertexBuffer(uint32 slot, VertexBufferBinding binding) { SetVertexBuffer(slot, binding.Buffer, binding.Stride, binding.Offset); } public extern void Draw(uint32 vertexCount, uint32 startVertexIndex = 0); public extern void DrawIndexed(uint32 indexCount, uint32 startIndexLocation = 0, int32 vertexOffset = 0); public void SetIndexBuffer(IndexBuffer indexBuffer, uint32 byteOffset = 0) { SetIndexBuffer(indexBuffer, indexBuffer.Format, byteOffset); } public extern void SetIndexBuffer(Buffer buffer, IndexFormat indexFormat = .Index16Bit, uint32 byteOffset = 0); protected extern void SetRasterizerStateImpl(); internal void SetViewport(Viewport viewport) { var viewport; SetViewports(1, &viewport); } [Inline] public void SetViewports(Viewport[] viewports) { SetViewports((.)viewports.Count, viewports.CArray()); } [Inline] public void SetViewports(Viewport[CSize] viewports) where CSize : const uint32 { var viewports; SetViewports(CSize, &viewports); } public extern void SetViewports(uint32 viewportsLength, Viewport* viewports); public extern void SetVertexLayout(VertexLayout vertexLayout); public extern void SetPrimitiveTopology(PrimitiveTopology primitiveTopology); public extern void SetVertexShader(VertexShader vertexShader); public extern void SetPixelShader(PixelShader pixelShader); } }