mirror of
https://github.com/aharabada/glitchy-engine-beef.git
synced 2026-09-06 05:01:53 +00:00
117 lines
4.1 KiB
Beef
117 lines
4.1 KiB
Beef
using System;
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using GlitchyEngine.Core;
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using GlitchyEngine.Math;
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namespace GlitchyEngine.Renderer
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{
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public class GraphicsContext : RefCounter
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{
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private static GraphicsContext s_GraphicsContext;
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public static GraphicsContext Get() => s_GraphicsContext;
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public extern SwapChain SwapChain {get;}
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protected extern void PlatformConstruct();
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/**
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* The maximum number of simultaneous rendertargets supported.
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*/
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//public static extern uint32 MaxRenderTargetCount();
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public extern void Init();
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/** @brief Sets a depthtarget.
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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 SetDepthStencilTarget(DepthStencilTarget target);
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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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* @param setDepthTarget If set to true the depth stencil target of the given renderTarget will be bound (only applies if slot is 0).
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*/
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public extern void SetRenderTarget(RenderTarget2D renderTarget, int slot = 0, bool setDepthTarget = true);
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/**
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* Binds all.
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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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*/
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public extern void BindRenderTargets(); // Todo: maybe do this automatically when a drawcall is issued
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/**
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* Sets all elements in the given render target to one value.
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* @param renderTarget The render target.
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* @param color The color to clear the render target with.
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* @remarks When @renderTarget is null the backbuffer will be cleared.
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*/
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public extern void ClearRenderTarget(RenderTarget2D renderTarget, ColorRGBA color);
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//public abstract void SetViewport(Viewport viewport);
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/**
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* Binds a VertexBuffer to the pipeline.
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* @param buffer The vertex buffer to bind.
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* Note: the buffer has to have BindFlags.Vertex!
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* @param slot The slot the vertex buffer will be bound to.
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* @param offset The offset in bytes from the start of the buffer.
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* @param stride The stride of the
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*/
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public extern void SetVertexBuffer(uint32 slot, Buffer buffer, uint32 stride, uint32 offset = 0);
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/**
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* Binds a VertexBuffer to the pipeline.
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*/
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public void SetVertexBuffer(uint32 slot, VertexBufferBinding binding)
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{
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SetVertexBuffer(slot, binding.Buffer, binding.Stride, binding.Offset);
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}
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public extern void Draw(uint32 vertexCount, uint32 startVertexIndex = 0);
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public extern void DrawIndexed(uint32 indexCount, uint32 startIndexLocation = 0, int32 vertexOffset = 0);
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public void SetIndexBuffer(IndexBuffer indexBuffer, uint32 byteOffset = 0)
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{
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SetIndexBuffer(indexBuffer, indexBuffer.Format, byteOffset);
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}
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public extern void SetIndexBuffer(Buffer buffer, IndexFormat indexFormat = .Index16Bit, uint32 byteOffset = 0);
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protected extern void SetRasterizerStateImpl();
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internal void SetViewport(Viewport viewport)
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{
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var viewport;
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SetViewports(1, &viewport);
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}
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[Inline]
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public void SetViewports(Viewport[] viewports)
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{
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SetViewports((.)viewports.Count, viewports.CArray());
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}
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[Inline]
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public void SetViewports<CSize>(Viewport[CSize] viewports) where CSize : const uint32
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{
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var viewports;
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SetViewports(CSize, &viewports);
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}
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public extern void SetViewports(uint32 viewportsLength, Viewport* viewports);
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public extern void SetVertexLayout(VertexLayout vertexLayout);
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public extern void SetPrimitiveTopology(PrimitiveTopology primitiveTopology);
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public extern void SetVertexShader(VertexShader vertexShader);
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public extern void SetPixelShader(PixelShader pixelShader);
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}
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}
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