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#pragma once
#include <cstdint>
#include <memory>
#include <vector>
#include <string>
#include <string_view>
#include <glm/glm.hpp>
namespace Gal {
struct Impl;
struct Buffer;
struct BufferBinding;
struct TextureConfig;
struct Texture;
struct PipelineConfig;
struct Pipeline;
struct PipelineInstance;
struct FramebufferConfig;
struct Framebuffer;
struct ShaderParameters;
struct Shader;
enum class Type {
Float,
Double,
Uint8,
Uint16,
Uint32,
Int8,
Int16,
Int32,
Vec2,
Vec2u8,
Vec2u16,
Vec2u32,
Vec2i8,
Vec2i16,
Vec2i32,
Vec3,
Vec3u8,
Vec3u16,
Vec3u32,
Vec3i8,
Vec3i16,
Vec3i32,
Vec4,
Vec4u8,
Vec4u16,
Vec4u32,
Vec4i8,
Vec4i16,
Vec4i32,
Mat2,
Mat3,
Mat4,
};
enum class Format {
R8G8B8,
R8G8B8A8,
};
enum class Filtering {
Nearest,
Bilinear,
Trilinear,
Anisotropy,
};
enum class Wrapping {
Repeat,
Mirror,
Clamp,
};
struct VertexAttribute {
std::string name;
Type type;
};
Impl* GetImplementation();
struct Impl {
virtual void Init() = 0;
virtual void DeInit() = 0;
virtual void Cleanup() = 0;
virtual void SetScissor(size_t x=0, size_t y=0, size_t width=0, size_t height=0) = 0;
virtual void SetScissor(bool enabled) = 0;
virtual std::shared_ptr<Buffer> CreateBuffer() = 0;
virtual std::shared_ptr<TextureConfig> CreateTexture2DConfig(size_t width, size_t height, Format format) = 0;
virtual std::shared_ptr<TextureConfig> CreateTexture3DConfig(size_t width, size_t height, size_t depth, bool interpolateLayers, Format format) = 0;
virtual std::shared_ptr<Texture> BuildTexture(std::shared_ptr<TextureConfig> config) = 0;
virtual std::shared_ptr<PipelineConfig> CreatePipelineConfig() = 0;
virtual std::shared_ptr<Pipeline> BuildPipeline(std::shared_ptr<PipelineConfig> config) = 0;
virtual std::shared_ptr<FramebufferConfig> CreateFramebufferConfig() = 0;
virtual std::shared_ptr<Framebuffer> BuildFramebuffer(std::shared_ptr<FramebufferConfig> config) = 0;
virtual std::shared_ptr<Framebuffer> GetDefaultFramebuffer() = 0;
virtual std::shared_ptr<ShaderParameters> GetGlobalShaderParameters() = 0;
virtual std::shared_ptr<Shader> LoadVertexShader(std::string_view code) = 0;
virtual std::shared_ptr<Shader> LoadPixelShader(std::string_view code) = 0;
};
struct Buffer {
virtual ~Buffer() = default;
virtual void SetData(std::vector<std::byte>&& data) = 0;
};
struct BufferBinding {
virtual ~BufferBinding() = default;
};
struct TextureConfig {
virtual ~TextureConfig() = default;
virtual void SetMinFilter(Filtering filter) = 0;
virtual void SetMaxFilter(Filtering filter) = 0;
virtual void SetWrapping(Wrapping wrapping) = 0;
};
struct Texture {
virtual ~Texture() = default;
virtual void SetData(std::vector<std::byte>&& data, size_t mipLevel = 0) = 0;
};
struct PipelineConfig {
virtual ~PipelineConfig() = default;
virtual void SetVertexShader(std::shared_ptr<Shader> shader) = 0;
virtual void SetPixelShader(std::shared_ptr<Shader> shader) = 0;
virtual void AddShaderParameter(std::string_view name, Type type) = 0;
virtual void SetTarget(std::shared_ptr<Framebuffer> target) = 0;
virtual std::shared_ptr<BufferBinding> BindVertexBuffer(std::vector<VertexAttribute> &&bufferLayout) = 0;
virtual std::shared_ptr<BufferBinding> BindIndexBuffer() = 0;
};
struct Pipeline {
virtual ~Pipeline() = default;
virtual void Activate() = 0;
virtual std::shared_ptr<PipelineInstance> CreateInstance(std::vector<std::pair<std::shared_ptr<BufferBinding>, std::shared_ptr<Buffer>>> &&buffers) = 0;
virtual void SetDynamicTexture(std::string_view name, std::shared_ptr<Texture> texture) = 0;
virtual void SetShaderParameter(std::string_view name, float value) = 0;
virtual void SetShaderParameter(std::string_view name, double value) = 0;
virtual void SetShaderParameter(std::string_view name, int8_t value) = 0;
virtual void SetShaderParameter(std::string_view name, int16_t value) = 0;
virtual void SetShaderParameter(std::string_view name, int32_t value) = 0;
virtual void SetShaderParameter(std::string_view name, uint8_t value) = 0;
virtual void SetShaderParameter(std::string_view name, uint16_t value) = 0;
virtual void SetShaderParameter(std::string_view name, uint32_t value) = 0;
virtual void SetShaderParameter(std::string_view name, glm::vec2 value) = 0;
virtual void SetShaderParameter(std::string_view name, glm::uvec2 value) = 0;
virtual void SetShaderParameter(std::string_view name, glm::vec3 value) = 0;
virtual void SetShaderParameter(std::string_view name, glm::vec4 value) = 0;
virtual void SetShaderParameter(std::string_view name, glm::mat4 value) = 0;
};
struct PipelineInstance {
virtual ~PipelineInstance() = default;
virtual void Activate() = 0;
virtual void Render(size_t offset = 0, size_t count = -1) = 0;
};
struct Framebuffer {
virtual ~Framebuffer() = default;
virtual void Clear() = 0;
virtual void SetViewport(size_t x, size_t y, size_t w, size_t h) = 0;
};
struct FramebufferConfig {
virtual ~FramebufferConfig() = default;
};
struct ShaderParameters {
virtual ~ShaderParameters() = default;
virtual void AddGlobalShaderParameter(std::string_view name, Type type) = 0;
virtual void SetGlobalShaderParameter(std::string_view name, float value) = 0;
virtual void SetGlobalShaderParameter(std::string_view name, double value) = 0;
virtual void SetGlobalShaderParameter(std::string_view name, int8_t value) = 0;
virtual void SetGlobalShaderParameter(std::string_view name, int16_t value) = 0;
virtual void SetGlobalShaderParameter(std::string_view name, int32_t value) = 0;
virtual void SetGlobalShaderParameter(std::string_view name, uint8_t value) = 0;
virtual void SetGlobalShaderParameter(std::string_view name, uint16_t value) = 0;
virtual void SetGlobalShaderParameter(std::string_view name, uint32_t value) = 0;
virtual void SetGlobalShaderParameter(std::string_view name, glm::vec2 value) = 0;
virtual void SetGlobalShaderParameter(std::string_view name, glm::vec3 value) = 0;
virtual void SetGlobalShaderParameter(std::string_view name, glm::vec4 value) = 0;
virtual void SetGlobalShaderParameter(std::string_view name, glm::mat4 value) = 0;
};
struct Shader {
virtual ~Shader() = default;
};
}
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