114 lines
3.6 KiB
C++
114 lines
3.6 KiB
C++
#pragma once
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#include <string>
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#include "../Definitions/GraphicalDefinition.h"
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#include "..\Model\Model.h"
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#include "OysterMath.h"
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#include <Windows.h>
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//#include <vld.h>
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#ifdef GFX_DLL_EXPORT
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#define GFX_DLL_USAGE __declspec(dllexport)
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#else
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#define GFX_DLL_USAGE
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#endif
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namespace Oyster
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{
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namespace Graphics
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{
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class GFX_DLL_USAGE API
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{
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public:
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enum State
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{
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Sucsess,
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Fail
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};
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struct Option
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{
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std::wstring modelPath, texturePath;
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//between 0-1
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float AmbientValue;
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Math::Float2 Resolution;
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//Bytes on the GPU
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int BytesUsed;
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};
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typedef void* Texture;
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static State Init(HWND Window, bool MSAA_Quality, bool Fullscreen, Option options);
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static State ReloadShaders();
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//should be called after rendered normal models, before GUI or Text rendering
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static void StartRenderWireFrame();
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//Render a unit cube with the presented WorldMatrix
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static void RenderDebugCube(Math::Matrix world);
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//Render a unit Sphere with the presented WorldMatrix
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static void RenderDebugSphere(Math::Matrix world);
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static void StartRenderFullModel();
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//! @todo Memory Leaks
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//! @brief Clean Resources and release all memory
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static void Clean();
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//! @brief Sets the view matrix to use next frame
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static void SetView(const Oyster::Math::Float4x4& View);
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//! @brief Sets the projection matrix to use next frame
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static void SetProjection(const Oyster::Math::Float4x4& Projection);
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//! @brief will internally use last values from SetView and SetProjection
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static void NewFrame();
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//! @brief Renders a list of models
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static void RenderScene(Oyster::Graphics::Model::Model models[], int count);
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//! @brief Renders a single model
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static void RenderModel(Oyster::Graphics::Model::Model* model);
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//! @brief Configures Renderer to process 2D graphics, data will be passed in to EndFrame()
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static void StartGuiRender();
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//! @brief Renders a single GUI element using the texture provided and the Pos in the center, %based system
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static void RenderGuiElement(Texture, Math::Float3 Pos, Math::Float2 Size, Math::Float4 Color = Math::Float4(1,1,1,1));
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//! @brief Configures Renderer to process 2D Text, data will be passed in to EndFrame()
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static void StartTextRender();
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//! @brief Renders a single GUI string using the texture provided and the Pos in the center, %based system
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static void RenderText(std::wstring, Math::Float3 Pos, Math::Float2 Size, float FontSize, Math::Float4 Color = Math::Float4(1,1,1,1));
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//! @brief Performs light calculations, post effects and presents the scene
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static void EndFrame();
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//! @brief Creates a model from the supplied file, note: do not include .obj
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static Oyster::Graphics::Model::Model* CreateModel(std::wstring filename);
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//! @brief deletes a model and relases the models resources
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static void DeleteModel(Oyster::Graphics::Model::Model* model);
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static Texture CreateTexture(std::wstring filename);
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static void DeleteTexture(Texture);
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//! @brief adds a light to the scene
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static void AddLight(const Definitions::Pointlight light);
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//! @brief removes all lights from the scene
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static void ClearLights();
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//! @brief Sets Options to the graphics
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static State SetOptions(Option);
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//! @brief Gets Options from the graphics
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static Option GetOption();
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//! @brief Starts an animation and returns the time of the animation
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static float PlayAnimation(Model::Model* model, std::wstring name, bool looping = false);
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//! @brief Moves all animating models forward the specified time;
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static void Update(float deltaTime);
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};
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}
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}
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