librw/src/rwengine.h

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namespace rw {
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enum RenderState
{
VERTEXALPHA = 0,
SRCBLEND,
DESTBLEND,
ZTESTENABLE,
ZWRITEENABLE,
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FOGENABLE,
FOGCOLOR,
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// TODO:
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// fog type, density ?
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// ? cullmode
// ? shademode
// ???? stencil
// platform specific or opaque?
ALPHATESTFUNC,
ALPHATESTREF,
};
enum AlphaTestFunc
{
ALPHANEVER = 0,
ALPHALESS,
ALPHAGREATERTHAN
};
enum BlendFunction
{
BLENDZERO = 0,
BLENDONE,
BLENDSRCCOLOR,
BLENDINVSRCCOLOR,
BLENDSRCALPHA,
BLENDINVSRCALPHA,
BLENDDESTALPHA,
BLENDINVDESTALPHA,
BLENDDESTCOLOR,
BLENDINVDESTCOLOR,
BLENDSRCALPHASAT,
// TODO: add more perhaps
};
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// This is for platform independent things and the render device (of which
// there can only ever be one).
// TODO: move more stuff into this
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struct Engine
{
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void *currentCamera;
void *currentWorld;
Texture *imtexture;
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TexDictionary *currentTexDictionary;
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bool32 loadTextures; // load textures from files
bool32 makeDummies; // create dummy textures to store just names
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// Device
float32 zNear, zFar;
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void (*beginUpdate)(Camera*);
void (*endUpdate)(Camera*);
void (*clearCamera)(Camera*, RGBA *col, uint32 mode);
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void (*setRenderState)(int32 state, uint32 value);
uint32 (*getRenderState)(int32 state);
void (*im2DRenderIndexedPrimitive)(PrimitiveType,
void*, int32, void*, int32);
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static void init(void);
};
extern Engine *engine;
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// This is for platform driver implementations which have to be available
// regardless of the render device.
struct Driver
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{
ObjPipeline *defaultPipeline;
int32 rasterNativeOffset;
void (*rasterCreate)(Raster*);
uint8 *(*rasterLock)(Raster*, int32 level);
void (*rasterUnlock)(Raster*, int32 level);
int32 (*rasterNumLevels)(Raster*);
void (*rasterFromImage)(Raster*, Image*);
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Image *(*rasterToImage)(Raster*);
static PluginList s_plglist[NUM_PLATFORMS];
static void open(void);
static int32 registerPlugin(int32 platform, int32 size, uint32 id,
Constructor ctor, Destructor dtor){
return s_plglist[platform].registerPlugin(size, id,
ctor, dtor, nil);
}
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};
extern Driver *driver[NUM_PLATFORMS];
#define DRIVER driver[rw::platform]
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inline void SetRenderState(int32 state, uint32 value){
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engine->setRenderState(state, value); }
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inline uint32 GetRenderState(int32 state){
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return engine->getRenderState(state); }
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namespace null {
void beginUpdate(Camera*);
void endUpdate(Camera*);
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void clearCamera(Camera*, RGBA *col, uint32 mode);
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void setRenderState(int32 state, uint32 value);
uint32 getRenderState(int32 state);
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void rasterCreate(Raster*);
uint8 *rasterLock(Raster*, int32 level);
void rasterUnlock(Raster*, int32 level);
int32 rasterNumLevels(Raster*);
void rasterFromImage(Raster*, Image*);
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Image *rasterToImage(Raster*);
void im2DRenderIndexedPrimitive(PrimitiveType,
void*, int32, void*, int32);
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}
}