Files
funnygame/public/materialsystem/imaterialsystem.h

161 lines
3.5 KiB
C++

#ifndef MATERIAL_SYSTEM_H
#define MATERIAL_SYSTEM_H
#include "tier2/iappsystem.h"
#include "tier0/platform.h"
enum EImageFormat
{
IMAGE_FORMAT_R8_UINT,
IMAGE_FORMAT_RGBA8_UNORM,
IMAGE_FORMAT_BGRA8_UNORM,
IMAGE_FORMAT_RGBA8_UINT,
IMAGE_FORMAT_RGBA8_SINT,
IMAGE_FORMAT_RGBA16_SFLOAT,
IMAGE_FORMAT_RGBA32_SFLOAT,
IMAGE_FORMAT_D32_SFLOAT,
IMAGE_FORMAT_WINDOW,
};
enum EImageType
{
IMAGE_TYPE_1D,
IMAGE_TYPE_2D,
IMAGE_TYPE_3D,
IMAGE_TYPE_CUBE,
IMAGE_TYPE_1D_ARRAY,
IMAGE_TYPE_2D_ARRAY,
IMAGE_TYPE_CUBE_ARRAY,
};
enum EMultisampleType
{
MULTISAMPLE_TYPE_NONE,
MULTISAMPLE_TYPE_2_SAMPLES,
MULTISAMPLE_TYPE_4_SAMPLES,
MULTISAMPLE_TYPE_8_SAMPLES,
};
enum EResolveMode
{
RESOLVE_MODE_NONE,
RESOLVE_MODE_ZERO,
RESOLVE_MODE_AVERAGE,
RESOLVE_MODE_MIN,
RESOLVE_MODE_MAX,
};
enum ELoadMode
{
LOAD_MODE_LOAD,
LOAD_MODE_CLEAR,
LOAD_MODE_DONT_CARE,
};
enum EStoreMode
{
STORE_MODE_STORE,
STORE_MODE_DONT_CARE,
};
enum ETopologyMode
{
TOPOLOGY_MODE_POINT_LIST,
TOPOLOGY_MODE_LINE_LIST,
TOPOLOGY_MODE_LINE_STRIP,
TOPOLOGY_MODE_TRIANGLE_LIST,
TOPOLOGY_MODE_TRIANGLE_STRIP,
};
abstract_class IRenderingObject
{
public:
virtual void SetDebugName( const char *szName ) = 0;
};
abstract_class IBuffer : public IRenderingObject
{
public:
virtual void Lock() = 0;
virtual void Unlock() = 0;
virtual void *Map() = 0;
virtual void Unmap() = 0;
virtual uint32_t GetSize() = 0;
};
typedef IBuffer IVertexBuffer;
typedef IBuffer IIndexBuffer;
abstract_class IImage : public IRenderingObject
{
public:
virtual uint32_t GetImageWidth() = 0;
virtual uint32_t GetImageHeight() = 0;
virtual EImageFormat GetImageFormat() = 0;
virtual EMultisampleType GetMultisampleType() = 0;
};
abstract_class IShader
{
public:
};
#define BEGIN_SHADER(name) \
class CShader_##name \
{
#define END_SHADER() \
}
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;
};
abstract_class IRenderContext: public IAppSystem
{
public:
virtual void Frame( float fTime ) = 0;
virtual IVertexBuffer *CreateVertexBuffer( uint32_t nSize ) = 0;
virtual IIndexBuffer *CreateIndexBuffer( 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;
virtual void DestroyBuffer( IBuffer *pBuffer ) = 0;
virtual void DestroyImage( IImage *pImage ) = 0;
virtual IShader *CreateShader( const char *szName ) = 0;
virtual void DestroyShader( IShader *pMaterial ) = 0;
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;
};
abstract_class IMaterialSystem: public IAppSystem
{
public:
virtual void Frame( float fTime ) = 0;
virtual IRenderContext *GetRenderContext( void ) = 0;
};
IMaterialSystem *Materials( void );
#endif