- create a renderer backend based on softpoly's drawers

This commit is contained in:
Magnus Norddahl 2019-05-22 06:29:52 +02:00
commit 0eda298db2
21 changed files with 1317 additions and 9 deletions

View file

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#pragma once
#include "polyrenderer/backend/poly_buffers.h"
#include "rendering/polyrenderer/drawers/poly_triangle.h"
#include "name.h"
#include "hwrenderer/scene/hw_drawstructs.h"
#include "hwrenderer/scene/hw_renderstate.h"
#include "hwrenderer/textures/hw_material.h"
class PolyRenderPassSetup;
class PolyRenderState : public FRenderState
{
public:
PolyRenderState();
// Draw commands
void ClearScreen() override;
void Draw(int dt, int index, int count, bool apply = true) override;
void DrawIndexed(int dt, int index, int count, bool apply = true) override;
// Immediate render state change commands. These only change infrequently and should not clutter the render state.
bool SetDepthClamp(bool on) override;
void SetDepthMask(bool on) override;
void SetDepthFunc(int func) override;
void SetDepthRange(float min, float max) override;
void SetColorMask(bool r, bool g, bool b, bool a) override;
void SetStencil(int offs, int op, int flags = -1) override;
void SetCulling(int mode) override;
void EnableClipDistance(int num, bool state) override;
void Clear(int targets) override;
void EnableStencil(bool on) override;
void SetScissor(int x, int y, int w, int h) override;
void SetViewport(int x, int y, int w, int h) override;
void EnableDepthTest(bool on) override;
void EnableMultisampling(bool on) override;
void EnableLineSmooth(bool on) override;
void EnableDrawBuffers(int count) override;
void Bind(PolyDataBuffer *buffer, uint32_t offset, uint32_t length);
private:
void Apply();
bool mDepthClamp = true;
PolyDrawArgs args;
};