working on rendering

This commit is contained in:
2025-12-23 15:03:44 +02:00
parent 5a71b3023a
commit 3b4e2eea32
65 changed files with 1971 additions and 190 deletions

View File

@@ -78,18 +78,25 @@ enum ETopologyMode
};
//-----------------------------------------------------------------------------
// Basic rendering object
//-----------------------------------------------------------------------------
abstract_class IRenderingObject
{
public:
virtual ~IRenderingObject() = 0;
virtual void SetDebugName( const char *szName ) = 0;
};
//-----------------------------------------------------------------------------
// Buffer object
//-----------------------------------------------------------------------------
abstract_class IBuffer : public IRenderingObject
{
public:
virtual void Lock() = 0;
virtual void Unlock() = 0;
virtual void *Map() = 0;
virtual void *Map() = 0;
virtual void Unmap() = 0;
virtual uint32_t GetSize() = 0;
@@ -98,6 +105,9 @@ virtual void *Map() = 0;
typedef IBuffer IVertexBuffer;
typedef IBuffer IIndexBuffer;
//-----------------------------------------------------------------------------
// Image object
//-----------------------------------------------------------------------------
abstract_class IImage : public IRenderingObject
{
public:
@@ -107,35 +117,83 @@ public:
virtual EMultisampleType GetMultisampleType() = 0;
};
//-----------------------------------------------------------------------------
// Shader object
//-----------------------------------------------------------------------------
abstract_class IShader
{
public:
virtual ~IShader() = 0;
virtual uint32_t PSGetResourceByName( const char *szName ) = 0;
virtual uint32_t VSGetResourceByName( const char *szName ) = 0;
};
#define BEGIN_SHADER(name) \
class CShader_##name \
{
#define END_SHADER() \
}
//-----------------------------------------------------------------------------
// Material handle
// It allows to specify resources in shaders such as textures, buffers etc.
//
// Resources must be updated prior to the frame, which can be done
// prior to the frame.
//-----------------------------------------------------------------------------
abstract_class IMaterial
{
public:
virtual void SetConstants( void *pData ) = 0;
virtual void SetTexture( const char *szName, IImage *pImage ) = 0;
virtual void SetBuffer( const char *szName, IBuffer *pImage ) = 0;
virtual ~IMaterial() = 0;
virtual void VSSetShaderResource( uint32_t uRegister, IRenderingObject *pResource ) = 0;
virtual void PSSetShaderResource( uint32_t uRegister, IRenderingObject *pResource ) = 0;
virtual void VSSetConstantsBuffer( uint32_t uRegister, IBuffer *pImage ) = 0;
virtual void PSSetConstantsBuffer( uint32_t uRegister, IBuffer *pImage ) = 0;
};
abstract_class IRenderCommandList
{
public:
virtual void ResetRendering() = 0;
virtual void SetRenderTarget( uint32_t uIndex, IImage *pImage ) = 0;
virtual void SetClearColor( uint32_t uIndex, float r, float g, float b, float a ) = 0;
virtual void SetDepthTarget( IImage *pDepth ) = 0;
virtual void SetClearDepth( float fVal ) = 0;
virtual void SetRenderResolution( uint32_t iWidth, uint32_t iHeight ) = 0;
virtual void SetScissors( uint32_t uX, uint32_t uY, uint32_t uWidth, uint32_t uHeight ) = 0;
virtual void SetViewport( uint32_t uX, uint32_t uY, uint32_t uWidth, uint32_t uHeight, float fMinDepth, float fMaxDepth ) = 0;
virtual void SetMaterial( IMaterial *pMaterial ) = 0;
virtual void SetVertexBuffer( uint32_t uBinding, IVertexBuffer *pBuffer ) = 0;
virtual void SetIndexBuffer( IVertexBuffer *pBuffer ) = 0;
virtual void DrawPrimitives( uint32_t nVertexCount, uint32_t nFirstVertex, uint32_t nInstanceCount, uint32_t nFirstInstance ) = 0;
virtual void DrawPrimitivesIndexed( uint32_t nIndexCount, uint32_t nFirstIndex, uint32_t nVertexOffset, uint32_t nInstanceCount, uint32_t nFirstInstance ) = 0;
virtual void ResolveImage( IImage *pOriginal, IImage *pResolved ) = 0;
virtual void StartRecording() = 0;
virtual void EndRecording() = 0;
};
//-----------------------------------------------------------------------------
// Rendering context
//
// Responsible for the object handling
//-----------------------------------------------------------------------------
abstract_class IRenderContext: public IAppSystem
{
public:
virtual void Frame( float fTime ) = 0;
virtual void SetOutputImage( IImage *pImage ) = 0;
virtual bool BIsOutputImageOutdated() = 0;
virtual uint32_t GetNewOutputImageWidth() = 0;
virtual uint32_t GetNewOutputImageHeight() = 0;
virtual EImageFormat GetNewOutputImageFormat() = 0;
virtual IVertexBuffer *CreateVertexBuffer( uint32_t nSize ) = 0;
virtual IIndexBuffer *CreateIndexBuffer( uint32_t nSize ) = 0;
virtual IBuffer *CreateConstantBuffer( uint32_t nSize ) = 0;
virtual IBuffer *CreateStorageBuffer( uint32_t nSize ) = 0;
virtual IImage *CreateRenderTarget( uint32_t x, uint32_t y, EImageFormat eFormat, EMultisampleType eMultisampleType ) = 0;
virtual IImage *CreateStorageImage( uint32_t x, uint32_t y, EImageFormat eFormat, EMultisampleType eMultisampleType ) = 0;
@@ -148,22 +206,22 @@ public:
virtual IMaterial *CreateMaterial( IShader *pShader ) = 0;
virtual void DestroyMaterial( IMaterial *pMaterial ) = 0;
virtual void SetMaterial( IMaterial *pMaterial ) = 0;
virtual void SetVertexBuffer( IVertexBuffer *pBuffer ) = 0;
virtual void SetIndexBuffer( IVertexBuffer *pBuffer ) = 0;
virtual void DrawPrimitives( uint32_t nVertexCount, uint32_t nFirstVertex, uint32_t nInstanceCount, uint32_t nFirstInstance ) = 0;
virtual void DrawPrimitivesIndexed( uint32_t nIndexCount, uint32_t nFirstIndex, uint32_t nVertexOffset, uint32_t nInstanceCount, uint32_t nFirstInstance ) = 0;
virtual IRenderCommandList *CreateCommandList() = 0;
virtual void DestroyCommandList( IRenderCommandList *pCommandList ) = 0;
virtual void SubmitCommandList(IRenderCommandList *pList) = 0;
};
#define RENDER_CONTEXT_INTERFACE_NAME "RenderContext001"
#define RENDER_CONTEXT_VULKAN_INTERFACE_NAME RENDER_CONTEXT_INTERFACE_NAME
abstract_class IMaterialSystem: public IAppSystem
{
public:
virtual void Frame( float fTime ) = 0;
virtual IRenderContext *GetRenderContext( void ) = 0;
};
extern IRenderContext *g_pRenderContext;
IMaterialSystem *Materials( void );
#endif