396 lines
10 KiB
C
396 lines
10 KiB
C
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/*
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* This file is part of the Colobot: Gold Edition source code
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* Copyright (C) 2001-2023, Daniel Roux, EPSITEC SA & TerranovaTeam
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* http://epsitec.ch; http://colobot.info; http://github.com/colobot
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see http://gnu.org/licenses
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*/
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/**
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* \file graphics/core/device.h
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* \brief Abstract graphics device - CDevice class and related structs/enums
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*/
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#pragma once
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#include "graphics/core/color.h"
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#include "graphics/core/texture.h"
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#include "graphics/core/vertex.h"
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#include <glm/glm.hpp>
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#include <memory>
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#include <string>
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#include <vector>
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class CImage;
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struct ImageData;
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// Graphics module namespace
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namespace Gfx
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{
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class CFramebuffer;
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class CUIRenderer;
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class CTerrainRenderer;
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class CShadowRenderer;
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class CObjectRenderer;
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class CParticleRenderer;
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struct FramebufferParams;
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struct Light;
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struct Material;
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struct Vertex;
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struct VertexCol;
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struct Vertex3D;
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enum class CullFace : unsigned char;
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enum class PrimitiveType : unsigned char;
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enum class TransparencyMode : unsigned char;
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/**
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* \struct DeviceConfig
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* \brief General config for graphics device
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*
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* These settings are common window options set by SDL.
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*/
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struct DeviceConfig
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{
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//! Screen size
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glm::ivec2 size = { 800, 600 };
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//! Bits per pixel
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int bpp = 32;
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//! Full screen
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bool fullScreen = false;
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//! Resizeable window
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bool resizeable = true;
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//! Double buffering
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bool doubleBuf = true;
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//! No window frame (also set with full screen)
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bool noFrame = false;
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//! Size of red channel in bits
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int redSize = 8;
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//! Size of green channel in bits
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int greenSize = 8;
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//! Size of blue channel in bits
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int blueSize = 8;
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//! Size of alpha channel in bits
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int alphaSize = 8;
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//! Color depth in bits
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int depthSize = 24;
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//! Stencil depth in bits
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int stencilSize = 8;
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//! Force hardware acceleration (video mode set will fail on lack of hw accel)
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bool hardwareAccel = true;
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//! Loads the default values
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void LoadDefault()
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{
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*this = DeviceConfig();
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}
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};
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/**
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* \struct DeviceCapabilities
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* \brief This structs contains various capabilities of graphics device
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*/
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struct DeviceCapabilities
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{
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bool multitexturingSupported = false;
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int maxTextures = 1;
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int maxTextureSize = 1024;
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int maxLights = 8;
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bool shadowMappingSupported = false;
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bool framebufferSupported = false;
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int maxRenderbufferSize = 0;
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bool anisotropySupported = false;
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int maxAnisotropy = 1;
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bool multisamplingSupported = false;
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int maxSamples = 1;
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};
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/**
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* \enum FillMode
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* \brief Polygon fill mode
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*/
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enum class FillMode : unsigned char
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{
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//! Draw only points
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POINT,
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//! Draw only lines
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LINES,
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//! Draw full polygons
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POLY
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};
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/**
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* \enum FrustumPlane
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* \brief Planes of frustum space
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*
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* Bitset of flags - can be OR'd together.
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*/
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enum FrustumPlane
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{
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FRUSTUM_PLANE_LEFT = 0x01,
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FRUSTUM_PLANE_RIGHT = 0x02,
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FRUSTUM_PLANE_TOP = 0x04,
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FRUSTUM_PLANE_BOTTOM = 0x08,
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FRUSTUM_PLANE_FRONT = 0x10,
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FRUSTUM_PLANE_BACK = 0x20,
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FRUSTUM_PLANE_ALL = FRUSTUM_PLANE_LEFT | FRUSTUM_PLANE_RIGHT |
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FRUSTUM_PLANE_TOP | FRUSTUM_PLANE_BOTTOM |
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FRUSTUM_PLANE_FRONT | FRUSTUM_PLANE_BACK
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};
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class CFrameBufferPixels
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{
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public:
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virtual ~CFrameBufferPixels() {}
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virtual void* GetPixelsData() = 0;
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};
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class CVertexBuffer
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{
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protected:
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PrimitiveType m_type;
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std::vector<Vertex3D> m_data;
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public:
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CVertexBuffer(PrimitiveType type, size_t size)
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: m_type(type), m_data(size, Vertex3D{})
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{
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}
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virtual ~CVertexBuffer()
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{
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}
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virtual void Update() = 0;
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PrimitiveType GetType() const
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{
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return m_type;
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}
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void SetType(PrimitiveType type)
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{
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m_type = type;
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}
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size_t Size() const
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{
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return m_data.size();
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}
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void Resize(size_t size)
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{
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m_data.resize(size);
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}
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Vertex3D& operator[](size_t index)
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{
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return m_data[index];
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}
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const Vertex3D& operator[](size_t index) const
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{
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return m_data[index];
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}
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void SetData(const Vertex3D* data, size_t offset, size_t count)
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{
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std::copy(data, data + count, m_data.data() + offset);
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}
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auto Data()
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{
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return m_data.data();
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}
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auto Data() const
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{
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return m_data.data();
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}
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auto begin()
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{
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return m_data.begin();
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}
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auto end()
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{
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return m_data.end();
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}
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auto begin() const
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{
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return m_data.begin();
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}
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auto end() const
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{
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return m_data.end();
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}
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};
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/**
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* \class CDevice
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* \brief Abstract interface of graphics device
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*
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* It is based on DIRECT3DDEVICE class from DirectX to make it easier to port existing code.
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* It encapsulates the general graphics device state and provides a common interface
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* to graphics-specific functions which will be used throughout the program,
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* both in CEngine class and in UI classes. Note that it doesn't contain all functions from DirectX,
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* only those that were used in old code.
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*
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*/
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class CDevice
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{
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protected:
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std::string m_errorMessage;
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//! Capabilities of this device
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//! Should only be changed by code in concrete device implementation
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DeviceCapabilities m_capabilities;
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public:
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virtual ~CDevice() {}
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//! Returns last error message or empty string
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inline std::string GetError()
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{
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return m_errorMessage;
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}
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//! Returns device capabilities
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const DeviceCapabilities& GetCapabilities()
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{
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return m_capabilities;
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}
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//! Returns a name of this device
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virtual std::string GetName() = 0;
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//! Initializes the device, setting the initial state
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virtual bool Create() = 0;
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//! Destroys the device, releasing every acquired resource
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virtual void Destroy() = 0;
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//! Changes configuration
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virtual void ConfigChanged(const DeviceConfig &newConfig) = 0;
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//! Begins drawing the 3D scene
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virtual void BeginScene() = 0;
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//! Ends drawing the 3D scene
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virtual void EndScene() = 0;
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//! Clears the screen to blank
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virtual void Clear() = 0;
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//! Returns UI renderer
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virtual CUIRenderer* GetUIRenderer() = 0;
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//! Returns terrain renderer
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virtual CTerrainRenderer* GetTerrainRenderer() = 0;
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//! Returns object renderer
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virtual CObjectRenderer* GetObjectRenderer() = 0;
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//! Returns particle renderer
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virtual CParticleRenderer* GetParticleRenderer() = 0;
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//! Returns shadow renderer
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virtual CShadowRenderer* GetShadowRenderer() = 0;
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//! Creates a texture from image; the image can be safely removed after that
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virtual Texture CreateTexture(CImage *image, const TextureCreateParams ¶ms) = 0;
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//! Creates a texture from raw image data; image data can be freed after that
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virtual Texture CreateTexture(ImageData *data, const TextureCreateParams ¶ms) = 0;
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//! Creates a depth texture with specific dimensions and depth
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virtual Texture CreateDepthTexture(int width, int height, int depth) = 0;
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//! Updates a part of texture from raw image data
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virtual void UpdateTexture(const Texture& texture, const glm::ivec2& offset, ImageData* data, TextureFormat format) = 0;
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//! Deletes a given texture, freeing it from video memory
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virtual void DestroyTexture(const Texture &texture) = 0;
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//! Deletes all textures created so far
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virtual void DestroyAllTextures() = 0;
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virtual CVertexBuffer* CreateVertexBuffer(PrimitiveType primitiveType, const Vertex3D* vertices, int vertexCount) = 0;
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virtual void DestroyVertexBuffer(CVertexBuffer*) = 0;
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//! Changes rendering viewport
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virtual void SetViewport(int x, int y, int width, int height) = 0;
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//! Sets depth test
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virtual void SetDepthTest(bool enabled) = 0;
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//! Sets depth mask
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virtual void SetDepthMask(bool enabled) = 0;
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//! Sets which faces to cull
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virtual void SetCullFace(CullFace mode) = 0;
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//! Sets transparency mode
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virtual void SetTransparency(TransparencyMode mode) = 0;
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//! Sets the color mask
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virtual void SetColorMask(bool red, bool green, bool blue, bool alpha) = 0;
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//! Sets the clear color
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virtual void SetClearColor(const Color &color) = 0;
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//! Copies content of framebuffer to texture
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virtual void CopyFramebufferToTexture(Texture& texture, int xOffset, int yOffset, int x, int y, int width, int height) = 0;
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//! Returns the pixels of the entire screen
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virtual std::unique_ptr<CFrameBufferPixels> GetFrameBufferPixels() const = 0;
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//! Returns framebuffer with given name or nullptr if it doesn't exist
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virtual CFramebuffer* GetFramebuffer(std::string name) = 0;
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//! Creates new framebuffer with given name or nullptr if it's not possible
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virtual CFramebuffer* CreateFramebuffer(std::string name, const FramebufferParams& params) = 0;
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//! Deletes framebuffer
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virtual void DeleteFramebuffer(std::string name) = 0;
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//! Checks if anisotropy is supported
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virtual bool IsAnisotropySupported() = 0;
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//! Returns max anisotropy level supported
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virtual int GetMaxAnisotropyLevel() = 0;
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//! Returns max samples supported
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virtual int GetMaxSamples() = 0;
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//! Checks if shadow mapping is supported
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virtual bool IsShadowMappingSupported() = 0;
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//! Returns max texture size supported
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virtual int GetMaxTextureSize() = 0;
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//! Checks if framebuffers are supported
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virtual bool IsFramebufferSupported() = 0;
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};
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} // namespace Gfx
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