Danbias/Code/OysterGraphics/DllInterfaces/GFXAPI.h

86 lines
2.5 KiB
C++

#pragma once
#include <string>
#include "../Definitions/GraphicalDefinition.h"
#include "..\Model\Model.h"
#include "OysterMath.h"
#include <Windows.h>
//#include <vld.h>
#ifdef GFX_DLL_EXPORT
#define GFX_DLL_USAGE __declspec(dllexport)
#else
#define GFX_DLL_USAGE
#endif
namespace Oyster
{
namespace Graphics
{
class GFX_DLL_USAGE API
{
public:
enum State
{
Sucsess,
Fail
};
struct Option
{
std::wstring modelPath, texturePath;
int BytesUsed;
};
typedef void* Texture;
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Oyster::Math::Float2 StartResulotion);
#ifdef _DEBUG
static State ReloadShaders();
#endif
//! @todo Memory Leaks
//! @brief Clean Resources and release all memory
static void Clean();
//! @brief Sets the view matrix to use next frame
static void SetView(Oyster::Math::Float4x4& View);
//! @brief Sets the projection matrix to use next frame
static void SetProjection(Oyster::Math::Float4x4& Projection);
//! @brief will internally use last values from SetView and SetProjection
static void NewFrame();
//! @brief Renders a list of models
static void RenderScene(Oyster::Graphics::Model::Model models[], int count);
//! @brief Renders a single model
static void RenderModel(Oyster::Graphics::Model::Model& model);
//! @brief Configures Renderer to process 2D graphics, data will be passed in to EndFrame()
static void StartGuiRender();
//! @brief Renders a single GUI element using the texture provided and the Pos in the upper right corner, %based system
static void RenderGuiElement(Texture, Math::Float2 Pos, Math::Float2 Size);
//! @brief Performs light calculations, post effects and presents the scene
static void EndFrame();
//! @brief Creates a model from the supplied file, note: do not include .obj
static Oyster::Graphics::Model::Model* CreateModel(std::wstring filename);
//! @brief deletes a model and relases the models resources
static void DeleteModel(Oyster::Graphics::Model::Model* model);
static Texture CreateTexture(std::wstring filename);
static void DeleteTexture(Texture);
//! @brief adds a light to the scene
static void AddLight(Definitions::Pointlight light);
//! @brief removes all lights from the scene
static void ClearLights();
//! @brief Sets Options to the graphics
static State SetOptions(Option);
//! @brief Gets Options to the graphics
static Option GetOption();
};
}
}