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xn65/inc/xna/graphics/effect.hpp
2024-06-09 20:18:13 -03:00

137 lines
3.8 KiB
C++

#ifndef XNA_GRAPHICS_EFFECT_HPP
#define XNA_GRAPHICS_EFFECT_HPP
#include "../common/numerics.hpp"
#include "../default.hpp"
#include "gresource.hpp"
namespace xna {
//Represents an annotation to an EffectParameter.
class EffectAnnotation {
public:
Int ColumCount() const;
String Name() const;
EffectParameterClass ParameterClass() const;
Int Rowcount() const;
String Semantic() const;
bool GetValueBoolean() const;
Int GetValueInt32() const;
Matrix GetValueMatrix() const;
float GetValueSingle() const;
String GetValueString() const;
Vector2 GetValueVector2() const;
Vector3 GetValueVector3() const;
Vector4 GetValueVector4() const;
public:
struct PlatformImplementation;
uptr<PlatformImplementation> impl;
public:
EffectAnnotation();
};
using PEffectAnnotation = sptr<EffectAnnotation>;
class EffectAnnotationCollection {
public:
EffectAnnotationCollection();
EffectAnnotationCollection(std::vector<PEffectAnnotation> const& data) : data(data)
{
}
constexpr size_t Count() const {
return data.size();
}
PEffectAnnotation operator[](size_t index) {
if (index >= data.size())
return nullptr;
return data[index];
}
PEffectAnnotation operator[](String const& name) {
for (size_t i = 0; i < data.size(); ++i) {
const auto& p = data[i];
if (p->Name() == name)
return p;
}
return nullptr;
}
public:
std::vector<PEffectAnnotation> data;
};
using PEffectAnnotationCollection = sptr<EffectAnnotationCollection>;
class EffectPass {
public:
//Gets the name of this pass.
String Name() const;
//The EffectAnnotationCollection containing EffectAnnotation objects for this EffectPass.
PEffectAnnotationCollection Annotations() const;
//Begins this pass.
void Apply();
public:
struct PlatformImplementation;
uptr<PlatformImplementation> impl;
public:
EffectPass(sptr<GraphicsDevice> const& device);
};
class Effect : public GraphicsResource {
Effect(sptr<GraphicsDevice> const& device, std::vector<Byte> const& effectCode);
public:
struct PlatformImplementation;
uptr<PlatformImplementation> impl;
};
class IEffectMatrices {
virtual Matrix World() const = 0;
virtual Matrix View() const = 0;
virtual Matrix Projection() const = 0;
virtual void World(Matrix const& value) = 0;
virtual void View(Matrix const& value) = 0;
virtual void Projection(Matrix const& value) = 0;
};
class DirectionalLight;
class IEffectLights {
virtual DirectionalLight DirectionalLight0() const = 0;
virtual DirectionalLight DirectionalLight1() const = 0;
virtual DirectionalLight DirectionalLight2() const = 0;
virtual Vector3 AmbientLightColor() const = 0;
virtual void AmbientLightColor(Vector3 const& value) = 0;
virtual bool LightingEnabled() const = 0;
virtual void LightingEnabled(bool value) = 0;
virtual void EnableDefaultLighting() = 0;
};
class IEffectFog
{
virtual bool FogEnabled() const = 0;
virtual float FogStart() const = 0;
virtual float FogEnd() const = 0;
virtual Vector3 FogColor() const = 0;
virtual void FogEnabled(bool value) const = 0;
virtual void FogStart(float value) const = 0;
virtual void FogEnd(float value) const = 0;
virtual void FogColor(Vector3 const& value) const = 0;
};
}
#endif