Danbias/Code/OysterGraphics/DllInterfaces/GFXAPI.h

114 lines
3.6 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;
//between 0-1
float AmbientValue;
Math::Float2 Resolution;
//Bytes on the GPU
int BytesUsed;
};
typedef void* Texture;
static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options);
static State ReloadShaders();
//should be called after rendered normal models, before GUI or Text rendering
static void StartRenderWireFrame();
//Render a unit cube with the presented WorldMatrix
static void RenderDebugCube(Math::Matrix world);
//Render a unit Sphere with the presented WorldMatrix
static void RenderDebugSphere(Math::Matrix world);
static void StartRenderFullModel();
//! @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(const Oyster::Math::Float4x4& View);
//! @brief Sets the projection matrix to use next frame
static void SetProjection(const 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 center, %based system
static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float4 Color = Math::Float4(1,1,1,1));
//! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame()
static void StartTextRender();
//! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system
static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float4 Color = Math::Float4(1,1,1,1));
//! @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(const 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 from the graphics
static Option GetOption();
//! @brief Starts an animation and returns the time of the animation
static float PlayAnimation(Model::Model* model, std::wstring name, bool looping = false);
//! @brief Moves all animating models forward the specified time;
static void Update(float deltaTime);
};
}
}