bgfx/include/bgfx.h

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C
Исходник Обычный вид История

2012-10-08 07:41:18 +04:00
/*
* Copyright 2011-2012 Branimir Karadzic. All rights reserved.
* License: http://www.opensource.org/licenses/BSD-2-Clause
*/
#ifndef __BGFX_H__
#define __BGFX_H__
#include <stdint.h> // uint32_t
#include <stdlib.h> // size_t
#define BGFX_STATE_DEPTH_WRITE UINT64_C(0x0000000000000001)
#define BGFX_STATE_ALPHA_TEST UINT64_C(0x0000000000000004)
#define BGFX_STATE_ALPHA_WRITE UINT64_C(0x0000000000000008)
#define BGFX_STATE_ALPHA_MASK UINT64_C(0x000000000000000c)
#define BGFX_STATE_DEPTH_TEST_LESS UINT64_C(0x0000000000000010)
#define BGFX_STATE_DEPTH_TEST_LEQUAL UINT64_C(0x0000000000000020)
#define BGFX_STATE_DEPTH_TEST_EQUAL UINT64_C(0x0000000000000030)
#define BGFX_STATE_DEPTH_TEST_GEQUAL UINT64_C(0x0000000000000040)
#define BGFX_STATE_DEPTH_TEST_GREATER UINT64_C(0x0000000000000050)
#define BGFX_STATE_DEPTH_TEST_NOTEQUAL UINT64_C(0x0000000000000060)
#define BGFX_STATE_DEPTH_TEST_NEVER UINT64_C(0x0000000000000070)
#define BGFX_STATE_DEPTH_TEST_ALWAYS UINT64_C(0x0000000000000080)
#define BGFX_STATE_DEPTH_TEST_SHIFT 4
#define BGFX_STATE_DEPTH_TEST_MASK UINT64_C(0x00000000000000f0)
#define BGFX_STATE_ALPHA_TEST_LESS UINT64_C(0x0000000000000100)
#define BGFX_STATE_ALPHA_TEST_LEQUAL UINT64_C(0x0000000000000200)
#define BGFX_STATE_ALPHA_TEST_EQUAL UINT64_C(0x0000000000000300)
#define BGFX_STATE_ALPHA_TEST_GEQUAL UINT64_C(0x0000000000000400)
#define BGFX_STATE_ALPHA_TEST_GREATER UINT64_C(0x0000000000000500)
#define BGFX_STATE_ALPHA_TEST_NOTEQUAL UINT64_C(0x0000000000000600)
#define BGFX_STATE_ALPHA_TEST_NEVER UINT64_C(0x0000000000000700)
#define BGFX_STATE_ALPHA_TEST_ALWAYS UINT64_C(0x0000000000000800)
#define BGFX_STATE_ALPHA_TEST_SHIFT 8
#define BGFX_STATE_ALPHA_TEST_MASK UINT64_C(0x0000000000000f00)
#define BGFX_STATE_BLEND_ZERO UINT64_C(0x0000000000001000)
#define BGFX_STATE_BLEND_ONE UINT64_C(0x0000000000002000)
#define BGFX_STATE_BLEND_SRC_COLOR UINT64_C(0x0000000000003000)
#define BGFX_STATE_BLEND_INV_SRC_COLOR UINT64_C(0x0000000000004000)
#define BGFX_STATE_BLEND_SRC_ALPHA UINT64_C(0x0000000000005000)
#define BGFX_STATE_BLEND_INV_SRC_ALPHA UINT64_C(0x0000000000006000)
#define BGFX_STATE_BLEND_DST_ALPHA UINT64_C(0x0000000000007000)
#define BGFX_STATE_BLEND_INV_DST_ALPHA UINT64_C(0x0000000000008000)
#define BGFX_STATE_BLEND_DST_COLOR UINT64_C(0x0000000000009000)
#define BGFX_STATE_BLEND_INV_DST_COLOR UINT64_C(0x000000000000a000)
#define BGFX_STATE_BLEND_SRC_ALPHA_SAT UINT64_C(0x000000000000b000)
#define BGFX_STATE_BLEND_SHIFT 12
#define BGFX_STATE_BLEND_MASK UINT64_C(0x000000000ffff000)
#define BGFX_STATE_CULL_CW UINT64_C(0x0000000010000000)
#define BGFX_STATE_CULL_CCW UINT64_C(0x0000000020000000)
#define BGFX_STATE_CULL_SHIFT 28
#define BGFX_STATE_CULL_MASK UINT64_C(0x0000000030000000)
#define BGFX_STATE_RGB_WRITE UINT64_C(0x0000000040000000)
#define BGFX_STATE_ALPHA_REF_SHIFT 32
#define BGFX_STATE_ALPHA_REF_MASK UINT64_C(0x000000ff00000000)
#define BGFX_STATE_PT_LINES UINT64_C(0x0000010000000000)
#define BGFX_STATE_PT_POINTS UINT64_C(0x0000020000000000)
#define BGFX_STATE_PT_SHIFT 40
#define BGFX_STATE_PT_MASK UINT64_C(0x0000030000000000)
#define BGFX_STATE_POINT_SIZE_SHIFT 44
#define BGFX_STATE_POINT_SIZE_MASK UINT64_C(0x000ff00000000000)
#define BGFX_STATE_SRGBWRITE UINT64_C(0x0010000000000000)
#define BGFX_STATE_MSAA UINT64_C(0x0020000000000000)
#define BGFX_STATE_RESERVED UINT64_C(0xff00000000000000)
#define BGFX_STATE_NONE UINT64_C(0x0000000000000000)
#define BGFX_STATE_MASK UINT64_C(0xffffffffffffffff)
#define BGFX_STATE_DEFAULT (0 \
| BGFX_STATE_RGB_WRITE \
| BGFX_STATE_ALPHA_WRITE \
| BGFX_STATE_DEPTH_TEST_LESS \
| BGFX_STATE_DEPTH_WRITE \
| BGFX_STATE_CULL_CW \
| BGFX_STATE_MSAA \
)
#define BGFX_CLEAR_NONE UINT8_C(0x00)
#define BGFX_CLEAR_COLOR_BIT UINT8_C(0x01)
#define BGFX_CLEAR_DEPTH_BIT UINT8_C(0x02)
#define BGFX_CLEAR_STENCIL_BIT UINT8_C(0x04)
#define BGFX_DEBUG_NONE UINT32_C(0x00000000)
#define BGFX_DEBUG_WIREFRAME UINT32_C(0x00000001)
#define BGFX_DEBUG_IFH UINT32_C(0x00000002)
#define BGFX_DEBUG_STATS UINT32_C(0x00000004)
#define BGFX_DEBUG_TEXT UINT32_C(0x00000008)
#define BGFX_TEXTURE_NONE UINT32_C(0x00000000)
#define BGFX_TEXTURE_U_REPEAT UINT32_C(0x00000000)
#define BGFX_TEXTURE_U_MIRROR UINT32_C(0x00000001)
#define BGFX_TEXTURE_U_CLAMP UINT32_C(0x00000002)
#define BGFX_TEXTURE_U_SHIFT 0
#define BGFX_TEXTURE_U_MASK UINT32_C(0x00000003)
#define BGFX_TEXTURE_V_REPEAT UINT32_C(0x00000000)
#define BGFX_TEXTURE_V_MIRROR UINT32_C(0x00000010)
#define BGFX_TEXTURE_V_CLAMP UINT32_C(0x00000020)
#define BGFX_TEXTURE_V_SHIFT 4
#define BGFX_TEXTURE_V_MASK UINT32_C(0x00000030)
#define BGFX_TEXTURE_W_REPEAT UINT32_C(0x00000000)
#define BGFX_TEXTURE_W_MIRROR UINT32_C(0x00000100)
#define BGFX_TEXTURE_W_CLAMP UINT32_C(0x00000200)
#define BGFX_TEXTURE_W_SHIFT 8
#define BGFX_TEXTURE_W_MASK UINT32_C(0x00000300)
#define BGFX_TEXTURE_MIN_POINT UINT32_C(0x00001000)
#define BGFX_TEXTURE_MIN_SHIFT 12
#define BGFX_TEXTURE_MIN_MASK UINT32_C(0x00001000)
#define BGFX_TEXTURE_MAG_POINT UINT32_C(0x00010000)
#define BGFX_TEXTURE_MAG_SHIFT 16
#define BGFX_TEXTURE_MAG_MASK UINT32_C(0x00010000)
#define BGFX_TEXTURE_MIP_POINT UINT32_C(0x00100000)
#define BGFX_TEXTURE_MIP_SHIFT 20
#define BGFX_TEXTURE_MIP_MASK UINT32_C(0x00100000)
#define BGFX_TEXTURE_SRGB UINT32_C(0x00200000)
#define BGFX_RENDER_TARGET_NONE UINT32_C(0x00000000)
#define BGFX_RENDER_TARGET_COLOR_RGBA UINT32_C(0x00000001)
#define BGFX_RENDER_TARGET_COLOR_R32F UINT32_C(0x00000002)
#define BGFX_RENDER_TARGET_COLOR_SHIFT 0
#define BGFX_RENDER_TARGET_COLOR_MASK UINT32_C(0x000000ff)
#define BGFX_RENDER_TARGET_DEPTH UINT32_C(0x00000100)
#define BGFX_RENDER_TARGET_DEPTH_SHIFT 8
#define BGFX_RENDER_TARGET_DEPTH_MASK UINT32_C(0x0000ff00)
#define BGFX_RENDER_TARGET_MSAA_X2 UINT32_C(0x00010000)
#define BGFX_RENDER_TARGET_MSAA_X4 UINT32_C(0x00020000)
#define BGFX_RENDER_TARGET_MSAA_X8 UINT32_C(0x00030000)
#define BGFX_RENDER_TARGET_MSAA_X16 UINT32_C(0x00040000)
#define BGFX_RENDER_TARGET_MSAA_SHIFT 16
#define BGFX_RENDER_TARGET_MSAA_MASK UINT32_C(0x00070000)
#define BGFX_RENDER_TARGET_SRGBWRITE UINT32_C(0x00080000)
#define BGFX_RESET_NONE UINT32_C(0x00000000)
#define BGFX_RESET_FULLSCREEN UINT32_C(0x00000001)
#define BGFX_RESET_FULLSCREEN_FAKE UINT32_C(0x00000002)
#define BGFX_RESET_FULLSCREEN_SHIFT 0
#define BGFX_RESET_FULLSCREEN_MASK UINT32_C(0x00000003)
#define BGFX_RESET_MSAA_X2 UINT32_C(0x00000010)
#define BGFX_RESET_MSAA_X4 UINT32_C(0x00000020)
#define BGFX_RESET_MSAA_X8 UINT32_C(0x00000030)
#define BGFX_RESET_MSAA_X16 UINT32_C(0x00000040)
#define BGFX_RESET_MSAA_SHIFT 4
#define BGFX_RESET_MSAA_MASK UINT32_C(0x00000070)
#define BGFX_RESET_VSYNC UINT32_C(0x00000080)
#define BGFX_INVALID_HANDLE { bgfx::invalidHandle }
namespace bgfx
{
struct Fatal
{
enum Enum
{
MinimumRequiredSpecs = 1,
D3D9_UnableToCreateInterface,
D3D9_UnableToCreateDevice,
D3D9_UnableToCreateRenderTarget,
D3D9_UnableToCreateTexture,
D3D11_UnableToInitialize,
OPENGL_UnableToCreateContext,
};
};
struct RendererType
{
enum Enum
{
Null = 0,
Direct3D9,
Direct3D11,
OpenGLES2,
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OpenGLES3,
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OpenGL,
};
};
struct Attrib
{
enum Enum
{
Position = 0,
Normal,
Color0,
Color1,
Indices,
Weight,
TexCoord0,
TexCoord1,
TexCoord2,
TexCoord3,
TexCoord4,
TexCoord5,
TexCoord6,
TexCoord7,
Count,
};
};
struct AttribType
{
enum Enum
{
Uint8,
Uint16,
Float,
Count,
};
};
struct TextureFormat
{
enum Enum
{
Dxt1,
Dxt3,
Dxt5,
Unknown,
L8,
XRGB8,
ARGB8,
ABGR16,
Count
};
};
static const uint16_t invalidHandle = 0xffff;
typedef struct { uint16_t idx; } DynamicIndexBufferHandle;
typedef struct { uint16_t idx; } DynamicVertexBufferHandle;
typedef struct { uint16_t idx; } FragmentShaderHandle;
typedef struct { uint16_t idx; } IndexBufferHandle;
typedef struct { uint16_t idx; } ProgramHandle;
typedef struct { uint16_t idx; } RenderTargetHandle;
typedef struct { uint16_t idx; } TextureHandle;
typedef struct { uint16_t idx; } UniformHandle;
typedef struct { uint16_t idx; } VertexBufferHandle;
typedef struct { uint16_t idx; } VertexDeclHandle;
typedef struct { uint16_t idx; } VertexShaderHandle;
struct Memory
{
uint8_t* data;
uint32_t size;
};
struct TransientIndexBuffer
{
uint8_t* data;
uint32_t size;
IndexBufferHandle handle;
uint32_t startIndex;
};
struct TransientVertexBuffer
{
uint8_t* data;
uint32_t size;
uint32_t startVertex;
uint16_t stride;
VertexBufferHandle handle;
VertexDeclHandle decl;
};
struct InstanceDataBuffer
{
uint8_t* data;
uint32_t size;
uint32_t offset;
uint16_t stride;
uint16_t num;
VertexBufferHandle handle;
};
struct ConstantType
{
enum Enum
{
Uniform1i,
Uniform1f,
End,
Uniform1iv,
Uniform1fv,
Uniform2fv,
Uniform3fv,
Uniform4fv,
Uniform3x3fv,
Uniform4x4fv,
Count
};
};
typedef void (*FatalFn)(Fatal::Enum _code, const char* _str);
typedef void* (*ReallocFn)(void* _ptr, size_t _size);
typedef void (*FreeFn)(void* _ptr);
typedef void (*CacheFn)(uint64_t _id, bool _store, void* _data, uint32_t& _length);
struct VertexDecl
{
void begin();
void end();
void add(Attrib::Enum _attrib, uint8_t _num, AttribType::Enum _type, bool _normalized = false);
void decode(Attrib::Enum _attrib, uint8_t& _num, AttribType::Enum& _type, bool& _normalized) const;
bool has(Attrib::Enum _attrib) const;
uint16_t getOffset(Attrib::Enum _attrib) const;
uint32_t m_hash;
uint16_t m_stride;
uint16_t m_offset[Attrib::Count];
uint8_t m_attributes[Attrib::Count];
};
/// Returns renderer backend API type.
RendererType::Enum getRendererType();
///
void init(bool _createRenderThread = true, FatalFn _fatal = NULL, ReallocFn _realloc = NULL, FreeFn _free = NULL, CacheFn _cache = NULL);
///
void shutdown();
///
void reset(uint32_t _width, uint32_t _height, uint32_t _flags = BGFX_RESET_NONE);
/// Advance to next frame. When using multithreaded renderer, this call
/// just swaps internal buffers, kicks render thread, and returns. In
/// singlethreaded renderer this call does frame rendering.
void frame();
/// Allocate buffer to pass to bgfx calls. Data will be freed inside bgfx.
const Memory* alloc(uint32_t _size);
/// Make reference to data to pass to bgfx. Unlike bgfx::alloc this call
/// doesn't allocate memory for data. It just copies pointer to data.
/// You must make sure data is available for at least 2 bgfx::frame calls.
const Memory* makeRef(const void* _data, uint32_t _size);
/// Set debug flags.
///
/// Available flags:
///
/// BGFX_DEBUG_IFH - Infinitely fast hardware. When this flag is set
/// all rendering calls will be skipped. It's useful for quickly
/// assessing bottleneck between CPU and GPU.
///
/// BGFX_DEBUG_STATS - Display internal statistics.
///
/// BGFX_DEBUG_TEXT - Display debug text.
///
/// BGFX_DEBUG_WIREFRAME - Wireframe rendering. All rendering
/// primitives will be rendered as lines.
///
void setDebug(uint32_t _debug);
///
void dbgTextClear(uint8_t _attr = 0, bool _small = false);
///
void dbgTextPrintf(uint16_t _x, uint16_t _y, uint8_t _attr, const char* _format, ...);
///
IndexBufferHandle createIndexBuffer(const Memory* _mem);
///
void destroyIndexBuffer(IndexBufferHandle _handle);
///
VertexBufferHandle createVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
///
void destroyVertexBuffer(VertexBufferHandle _handle);
///
DynamicIndexBufferHandle createDynamicIndexBuffer(uint16_t _num);
///
DynamicIndexBufferHandle createDynamicIndexBuffer(const Memory* _mem);
///
void updateDynamicIndexBuffer(DynamicIndexBufferHandle _handle, const Memory* _mem);
///
void destroyDynamicIndexBuffer(DynamicIndexBufferHandle _handle);
///
DynamicVertexBufferHandle createDynamicVertexBuffer(uint16_t _num, const VertexDecl& _decl);
///
DynamicVertexBufferHandle createDynamicVertexBuffer(const Memory* _mem, const VertexDecl& _decl);
///
void updateDynamicVertexBuffer(DynamicVertexBufferHandle _handle, const Memory* _mem);
///
void destroyDynamicVertexBuffer(DynamicVertexBufferHandle _handle);
///
bool checkAvailTransientIndexBuffer(uint16_t _num);
///
const TransientIndexBuffer* allocTransientIndexBuffer(uint16_t _num);
///
bool checkAvailTransientVertexBuffer(uint16_t _num, const VertexDecl& _decl);
///
const TransientVertexBuffer* allocTransientVertexBuffer(uint16_t _num, const VertexDecl& _decl);
///
const InstanceDataBuffer* allocInstanceDataBuffer(uint16_t _num, uint16_t _stride);
///
VertexShaderHandle createVertexShader(const Memory* _mem);
///
void destroyVertexShader(VertexShaderHandle _handle);
///
FragmentShaderHandle createFragmentShader(const Memory* _mem);
///
void destroyFragmentShader(FragmentShaderHandle _handle);
///
ProgramHandle createProgram(VertexShaderHandle _vsh, FragmentShaderHandle _fsh);
///
void destroyProgram(ProgramHandle _handle);
///
TextureHandle createTexture(const Memory* _mem, uint32_t _flags = BGFX_TEXTURE_NONE, uint16_t* _width = NULL, uint16_t* _height = NULL);
///
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TextureHandle createTexture2D(uint16_t _width, uint16_t _height, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
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///
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TextureHandle createTexture3D(uint16_t _width, uint16_t _height, uint16_t _depth, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
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///
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TextureHandle createTextureCube(uint16_t _sides, uint16_t _width, uint8_t _numMips, TextureFormat::Enum _format, uint32_t _flags = BGFX_TEXTURE_NONE, const Memory* _mem = NULL);
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///
void updateTexture2D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem);
///
void updateTexture3D(TextureHandle _handle, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _z, uint16_t _width, uint16_t _height, uint16_t _depth, const Memory* _mem);
///
void updateTextureCube(TextureHandle _handle, uint8_t _side, uint8_t _mip, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height, const Memory* _mem);
///
void destroyTexture(TextureHandle _handle);
///
RenderTargetHandle createRenderTarget(uint16_t _width, uint16_t _height, uint32_t _flags = BGFX_RENDER_TARGET_COLOR_RGBA, uint32_t _textureFlags = BGFX_TEXTURE_U_CLAMP|BGFX_TEXTURE_V_CLAMP);
///
void destroyRenderTarget(RenderTargetHandle _handle);
///
UniformHandle createUniform(const char* _name, ConstantType::Enum _type, uint16_t _num = 1);
///
void destroyUniform(UniformHandle _handle);
///
void setViewRect(uint8_t _id, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
///
void setViewRectMask(uint32_t _viewMask, uint16_t _x, uint16_t _y, uint16_t _width, uint16_t _height);
///
void setViewClear(uint8_t _id, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
///
void setViewClearMask(uint32_t _viewMask, uint8_t _flags, uint32_t _rgba = 0x000000ff, float _depth = 1.0f, uint8_t _stencil = 0);
///
void setViewSeq(uint8_t _id, bool _enabled);
///
void setViewSeqMask(uint32_t _viewMask, bool _enabled);
///
void setViewRenderTarget(uint8_t _id, RenderTargetHandle _handle);
///
void setViewRenderTargetMask(uint32_t _viewMask, RenderTargetHandle _handle);
///
void setViewTransform(uint8_t _id, const void* _view, const void* _proj, uint8_t _other = 0xff);
///
void setViewTransformMask(uint32_t _viewMask, const void* _view, const void* _proj, uint8_t _other = 0xff);
///
void setState(uint64_t _state);
///
uint32_t setTransform(const void* _mtx, uint16_t _num = 1);
///
void setTransform(uint32_t _cache = 0, uint16_t _num = 1);
///
void setUniform(UniformHandle _handle, const void* _value, uint16_t _num = 1);
///
void setIndexBuffer(IndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices);
///
void setIndexBuffer(IndexBufferHandle _handle);
///
void setIndexBuffer(DynamicIndexBufferHandle _handle, uint32_t _firstIndex, uint32_t _numIndices);
///
void setIndexBuffer(DynamicIndexBufferHandle _handle);
///
void setIndexBuffer(const TransientIndexBuffer* _ib, uint32_t _numIndices = UINT32_MAX);
///
void setVertexBuffer(VertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
///
void setVertexBuffer(DynamicVertexBufferHandle _handle, uint32_t _numVertices = UINT32_MAX);
///
void setVertexBuffer(const TransientVertexBuffer* _vb, uint32_t _numVertices = UINT32_MAX);
///
void setInstanceDataBuffer(const InstanceDataBuffer* _idb);
///
void setProgram(ProgramHandle _handle);
///
void setTexture(uint8_t _stage, UniformHandle _sampler, TextureHandle _handle);
///
void setTexture(uint8_t _stage, UniformHandle _sampler, RenderTargetHandle _handle, bool _depth = false);
///
void submit(uint8_t _id);
///
void submitMask(uint32_t _viewMask);
///
void saveScreenShot(const char* _filePath);
} // namespace bgfx
#endif // __BGFX_H__