prime/include/MetaRender/IRenderer.hpp

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#ifndef _IRENDERER
#define _IRENDERER
#include "types.h"
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#include "rstl/pair.hpp"
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#include "rstl/vector.hpp"
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#include "Kyoto/TToken.hpp"
class CTransform4f;
class CParticleGen;
class IObjectStore;
class COsContext;
class CMemorySys;
class CResFactory;
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class CAABox;
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class CVector2f;
class CVector3f;
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class CModel;
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class CFrustumPlanes;
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class CSkinnedModel;
class CColor;
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class CLight;
class CPVSVisSet;
class IRenderer {
public:
typedef void (*TDrawableCallback)(const void*, const void*, int);
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enum EDrawableSorting {
kDS_SortedCallback,
kDS_UnsortedCallback,
};
virtual ~IRenderer();
// TODO vtable
virtual void AddStaticGeometry();
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virtual void EnablePVS(const CPVSVisSet& set, int areaIdx);
virtual void DisablePVS();
virtual void RemoveStaticGeometry();
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virtual void DrawUnsortedGeometry(int areaIdx, int mask, int targetMask);
virtual void DrawSortedGeometry(int areaIdx, int mask, int targetMask);
virtual void DrawStaticGeometry(int areaIdx, int mask, int targetMask);
virtual void DrawAreaGeometry(int areaIdx, int mask, int targetMask);
virtual void PostRenderFogs();
virtual void SetModelMatrix(const CTransform4f& xf);
virtual void AddParticleGen(const CParticleGen& gen);
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virtual void AddParticleGen2();
virtual void AddPlaneObject();
virtual void AddDrawable(const void* obj, const CVector3f& pos, const CAABox& bounds, int mode,
IRenderer::EDrawableSorting sorting);
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virtual void SetDrawableCallback(TDrawableCallback cb, void* ctx);
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virtual void SetWorldViewpoint();
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virtual void SetPerspective1(float, float, float, float, float);
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virtual void SetPerspective2();
virtual rstl::pair< CVector2f, CVector2f > SetViewportOrtho(bool centered, float znear,
float zfar);
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virtual void SetClippingPlanes(const CFrustumPlanes&);
virtual void SetViewport(int left, int right, int width, int height);
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virtual void SetDepthReadWrite(bool read, bool update);
virtual void SetBlendMode_AdditiveAlpha();
virtual void SetBlendMode_AlphaBlended();
virtual void SetBlendMode_NoColorWrite();
virtual void SetBlendMode_ColorMultiply();
virtual void SetBlendMode_InvertDst();
virtual void SetBlendMode_InvertSrc();
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virtual void SetBlendMode_Replace();
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virtual void SetBlendMode_AdditiveDestColor();
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virtual void SetDebugOption();
virtual void BeginScene();
virtual void EndScene();
virtual void BeginPrimitive(GXPrimitive prim, int count);
virtual void BeginLines(int nverts);
virtual void BeginLineStrip(int nverts);
virtual void BeginTriangles(int nverts);
virtual void BeginTriangleStrip(int nverts);
virtual void BeginTriangleFan(int nverts);
virtual void PrimVertex(const CVector3f& vtx);
virtual void PrimNormal(const CVector3f& nrm);
virtual void PrimColor(float r, float g, float b, float a);
virtual void PrimColor(const CColor& color);
virtual void EndPrimitive();
virtual void SetAmbientColor(const CColor& color);
virtual void DrawString();
virtual void GetFPS();
virtual void CacheReflection();
virtual void DrawSpaceWarp();
virtual void DrawThermalModel();
virtual void DrawModelDisintegrate();
virtual void DrawModelFlat();
virtual void SetWireframeFlags();
virtual void SetWorldFog();
virtual void RenderFogVolume(const CColor&, const CAABox&, const TLockedToken< CModel >*,
const CSkinnedModel*);
virtual void SetThermal();
virtual void SetThermalColdScale();
virtual void DoThermalBlendCold();
virtual void DoThermalBlendHot();
virtual void GetStaticWorldDataSize();
virtual void SetGXRegister1Color();
virtual void SetWorldLightFadeLevel();
virtual void Something();
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virtual void PrepareDynamicLights(const rstl::vector<CLight>& lights);
};
namespace Renderer {
IRenderer* AllocateRenderer(IObjectStore&, COsContext&, CMemorySys&, CResFactory&);
}; // namespace Renderer
#endif // _IRENDERER