#ifndef SPECTER_VIEW_HPP #define SPECTER_VIEW_HPP #include #include "CVector3f.hpp" #include "CMatrix4f.hpp" #include "CTransform.hpp" #include "CColor.hpp" #include #include #include namespace Specter { class ViewSystem; class View { boo::IGraphicsBufferD* m_bgVertBuf; boo::IGraphicsBufferD* m_bgInstBuf; boo::IVertexFormat* m_bgVtxFmt = nullptr; /* OpenGL only */ boo::IShaderDataBinding* m_bgShaderBinding; Zeus::CVector3f m_bgRect[4]; Zeus::CColor m_bgColor; int m_bgValidSlots = 0; protected: struct VertexBlock { Zeus::CMatrix4f m_mv; void setViewRect(const boo::SWindowRect& root, const boo::SWindowRect& sub) { m_mv[0][0] = 2.0f / root.size[0]; m_mv[1][1] = 2.0f / root.size[1]; m_mv[3][0] = sub.location[0] * m_mv[0][0] - 1.0f; m_mv[3][1] = sub.location[1] * m_mv[1][1] - 1.0f; } } m_viewVertBlock; #define SPECTER_VIEW_VERT_BLOCK_GLSL\ "uniform SpecterViewBlock\n"\ "{\n"\ " mat4 mv;\n"\ "};\n" #define SPECTER_VIEW_VERT_BLOCK_HLSL\ "cbuffer SpecterViewBlock : register(b0)\n"\ "{\n"\ " float4x4 mv;\n"\ "};\n" boo::IGraphicsBufferD* m_viewVertBlockBuf; public: class System { friend class ViewSystem; friend class View; boo::IShaderPipeline* m_solidShader = nullptr; boo::IVertexFormat* m_vtxFmt = nullptr; /* Not OpenGL */ void init(boo::GLDataFactory* factory); #if _WIN32 void init(boo::ID3DDataFactory* factory); #elif BOO_HAS_METAL void init(boo::MetalDataFactory* factory); #endif }; protected: View(ViewSystem& system); public: View() = delete; void setBackground(Zeus::CColor color) {m_bgColor = color; m_bgValidSlots = 0;} virtual void resized(const boo::SWindowRect &root, const boo::SWindowRect& sub); virtual void draw(boo::IGraphicsCommandQueue* gfxQ); }; } #endif // SPECTER_VIEW_HPP