#pragma once #include "StarVariant.hpp" #include "StarImage.hpp" #include "StarPoly.hpp" #include "StarJson.hpp" #include "StarBiMap.hpp" #include "StarRefPtr.hpp" namespace Star { STAR_EXCEPTION(RendererException, StarException); class Texture; typedef RefPtr TexturePtr; STAR_CLASS(TextureGroup); STAR_CLASS(RenderBuffer); STAR_CLASS(Renderer); enum class TextureAddressing { Clamp, Wrap }; extern EnumMap const TextureAddressingNames; enum class TextureFiltering { Nearest, Linear }; extern EnumMap const TextureFilteringNames; // Medium is the maximum guaranteed texture group size // Where a Medium sized texture group is expected to fill a single page Large can be used, // but is not guaranteed to be supported by all systems. // Where Large sized textures are not supported, a Medium one is used enum class TextureGroupSize { Small, Medium, Large }; // Both screen coordinates and texture coordinates are in pixels from the // bottom left to top right. struct RenderVertex { Vec2F screenCoordinate; Vec2F textureCoordinate; Vec4B color; float param1; }; class RenderTriangle { public: RenderTriangle() = default; RenderTriangle(Vec2F posA, Vec2F posB, Vec2F posC, Vec4B color = Vec4B::filled(255), float param1 = 0.0f); RenderTriangle(TexturePtr tex, Vec2F posA, Vec2F uvA, Vec2F posB, Vec2F uvB, Vec2F posC, Vec2F uvC, Vec4B color = Vec4B::filled(255), float param1 = 0.0f); TexturePtr texture; RenderVertex a, b, c; }; class RenderQuad { public: RenderQuad() = default; RenderQuad(Vec2F posA, Vec2F posB, Vec2F posC, Vec2F posD, Vec4B color = Vec4B::filled(255), float param1 = 0.0f); RenderQuad(TexturePtr tex, Vec2F minScreen, float textureScale = 1.0f, Vec4B color = Vec4B::filled(255), float param1 = 0.0f); RenderQuad(TexturePtr tex, RectF const& screenCoords, Vec4B color = Vec4B::filled(255), float param1 = 0.0f); RenderQuad(TexturePtr tex, Vec2F posA, Vec2F uvA, Vec2F posB, Vec2F uvB, Vec2F posC, Vec2F uvC, Vec2F posD, Vec2F uvD, Vec4B color = Vec4B::filled(255), float param1 = 0.0f); RenderQuad(TexturePtr tex, RenderVertex vA, RenderVertex vB, RenderVertex vC, RenderVertex vD); RenderQuad(RectF const& rect, Vec4B color = Vec4B::filled(255), float param1 = 0.0f); TexturePtr texture; RenderVertex a, b, c, d; }; class RenderPoly { public: RenderPoly() = default; RenderPoly(List const& verts, Vec4B color, float param1 = 0.0f); TexturePtr texture; List vertexes; }; RenderQuad renderTexturedRect(TexturePtr texture, Vec2F minScreen, float textureScale = 1.0f, Vec4B color = Vec4B::filled(255), float param1 = 0.0f); RenderQuad renderTexturedRect(TexturePtr texture, RectF const& screenCoords, Vec4B color = Vec4B::filled(255), float param1 = 0.0f); RenderQuad renderFlatRect(RectF const& rect, Vec4B color, float param1 = 0.0f); RenderPoly renderFlatPoly(PolyF const& poly, Vec4B color, float param1 = 0.0f); typedef Variant RenderPrimitive; class Texture : public RefCounter { public: virtual ~Texture() = default; virtual Vec2U size() const = 0; virtual TextureFiltering filtering() const = 0; virtual TextureAddressing addressing() const = 0; }; // Textures may be created individually, or in a texture group. Textures in // a texture group will be faster to render when rendered together, and will // use less texture memory when many small textures are in a common group. // Texture groups must all have the same texture parameters, and will always // use clamped texture addressing. class TextureGroup { public: virtual ~TextureGroup() = default; virtual TextureFiltering filtering() const = 0; virtual TexturePtr create(Image const& texture) = 0; }; class RenderBuffer { public: virtual ~RenderBuffer() = default; // Transforms the given primitives into a form suitable for the underlying // graphics system and stores it for fast replaying. virtual void set(List& primitives) = 0; }; typedef Variant RenderEffectParameter; class Renderer { public: virtual ~Renderer() = default; virtual String rendererId() const = 0; virtual Vec2U screenSize() const = 0; virtual void loadConfig(Json const& config) = 0; // The actual shaders used by this renderer will be in a default no effects // state when constructed, but can be overridden here. This config will be // specific to each type of renderer, so it will be necessary to key the // configuration off of the renderId string. This should not be called every // frame, because it will result in a recompile of the underlying shader set. virtual void loadEffectConfig(String const& name, Json const& effectConfig, StringMap const& shaders) = 0; // The effect config will specify named parameters and textures which can be // set here. virtual void setEffectParameter(String const& parameterName, RenderEffectParameter const& parameter) = 0; virtual void setEffectTexture(String const& textureName, ImageView const& image) = 0; virtual bool switchEffectConfig(String const& name) = 0; // Any further rendering will be scissored based on this rect, specified in // pixels virtual void setScissorRect(Maybe const& scissorRect) = 0; virtual TexturePtr createTexture(Image const& texture, TextureAddressing addressing = TextureAddressing::Clamp, TextureFiltering filtering = TextureFiltering::Nearest) = 0; virtual void setSizeLimitEnabled(bool enabled) = 0; virtual void setMultiTexturingEnabled(bool enabled) = 0; virtual TextureGroupPtr createTextureGroup(TextureGroupSize size = TextureGroupSize::Medium, TextureFiltering filtering = TextureFiltering::Nearest) = 0; virtual RenderBufferPtr createRenderBuffer() = 0; virtual List& immediatePrimitives() = 0; virtual void render(RenderPrimitive primitive) = 0; virtual void renderBuffer(RenderBufferPtr const& renderBuffer, Mat3F const& transformation = Mat3F::identity()) = 0; virtual void flush() = 0; }; }