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glitchy-engine-beef/GlitchyEngine/src/Renderer/GraphicsContext.bf
T

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Beef

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;
private Window _currentWindow;
private bool _immediateContext;
public Window CurrentWindow
{
get => _currentWindow;
set => _currentWindow = value;
}
protected extern void PlatformConstruct();
public this(Window currentWindow, bool immediateContext = false)
{
_currentWindow = currentWindow;
_immediateContext = immediateContext;
}
/**
* 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);
/**
* Unbinds all rendertargets.
*/
public extern void UnbindRenderTargets();
/**
* 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 extern void DrawIndexedInstanced(uint32 indexCountPerInstance, uint32 instanceCount, uint32 startIndexLocation, int32 baseVertexLocation, uint32 startInstanceLocation);
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(Span<Viewport> viewports)
{
SetViewports((.)viewports.Length, viewports.Ptr);
}
public extern void SetViewports(uint32 viewportsLength, Viewport* viewports);
public extern void SetVertexLayout(VertexLayout vertexLayout);
public extern void SetPrimitiveTopology(PrimitiveTopology primitiveTopology);
public extern void BindVertexShader(VertexShader vertexShader);
public extern void BindPixelShader(PixelShader pixelShader);
public extern void UnbindTextures();
public extern void BindConstantBuffer(Buffer buffer, int slot, ShaderStage stage);
}
}