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null-render.cpp
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92 lines (77 loc) · 4.73 KB
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#include "null-render/backend/backend.h"
#include "null-render.h"
namespace ntl::render {
void initialize(const vec2_t<int>& viewport) {
shared::viewport = viewport;
std::ranges::for_each(std::views::iota(0, (int)shared::circle_segments.size()), [=](const int& i) {
float radius = i + 1.f;
shared::circle_segments[i] = std::min(std::clamp((std::numbers::pi * 2.f) / std::acosf((radius - shared::circle_segment_max_error) / radius), 12., 512.), 255.);
});
shared::arc_fast_vertex.resize(shared::arc_fast_tessellation_multiplier * 12);
std::ranges::for_each(std::views::iota(0, (int)shared::arc_fast_vertex.size()), [=](const int& i) {
float a = i * 2.f * std::numbers::pi / shared::arc_fast_vertex.size();
shared::arc_fast_vertex[i] = vec2_t(std::cosf(a), std::sinf(a));
});
if(!backend::factory) {
sdk::logger(sdk::e_log_type::error, "backend factory is empty.");
return;
}
//@note: states
backend::state_pipeline = backend::factory->instance_state_pipeline();
backend::default_rasterizer_state = backend::factory->instance_rasterizer_state();
backend::default_rasterizer_state->unlock();
backend::default_rasterizer_state->msaa_disable.set(false);
backend::default_rasterizer_state->scissor_disable.set(false);
backend::default_rasterizer_state->lock();
backend::default_blend_state = backend::factory->instance_blend_state();
backend::default_blend_state->unlock();
backend::default_blend_state->blend_enable.set(true);
backend::default_blend_state->src_blend.set(backend::e_blend::one);
backend::default_blend_state->dst_blend.set(backend::e_blend::inv_src_alpha);
backend::default_blend_state->src_alpha_blend.set(backend::e_blend::one);
backend::default_blend_state->dst_alpha_blend.set(backend::e_blend::inv_src_alpha);
backend::default_blend_state->factor.set(1.f);
backend::default_blend_state->disable_color_write.set(false);
backend::default_blend_state->lock();
backend::default_stencil_state = backend::factory->instance_stencil_state();
backend::default_stencil_state->unlock();
backend::default_stencil_state->depth_test.set(false);
backend::default_stencil_state->enable.set(false);
backend::default_stencil_state->fail.set(backend::e_stencil_op::keep);
backend::default_stencil_state->zfail.set(backend::e_stencil_op::keep);
backend::default_stencil_state->pass.set(backend::e_stencil_op::keep);
backend::default_stencil_state->comp.set(backend::e_stencil_comp::always);
backend::default_stencil_state->ref.set(0);
backend::default_stencil_state->lock();
backend::renderer = backend::factory->instance_renderer();
draw_list = c_draw_list::instance(backend::factory->instance_mesh());
//@note: main buffers
backend::stencil_buffer = backend::factory->instance_stencil_buffer();
backend::msaa_buffer = backend::factory->instance_frame_buffer(shared::viewport, backend::e_frame_buffer_type::postprocessing, backend::e_frame_buffer_flags::msaa);
backend::rendering_buffer = backend::factory->instance_frame_buffer(shared::viewport, backend::e_frame_buffer_type::backbuffer, backend::e_frame_buffer_flags::none);
backend::post_processing = std::make_unique<backend::c_post_processing>();
backend::post_processing->initialize();
backend::passthrough_shader = backend::factory->instance_passthrough_shader();
backend::color_shader = backend::factory->instance_color_shader();
backend::texture_shader = backend::factory->instance_texture_shader();
backend::blur_shader = backend::factory->instance_blur_shader();
backend::quad_gradient_shader = backend::factory->instance_quad_gradient_shader();
backend::linear_gradient_shader = backend::factory->instance_linear_gradient_shader();
backend::radial_gradient_shader = backend::factory->instance_radial_gradient_shader();
backend::sdf_shader = backend::factory->instance_sdf_shader();
backend::msdf_shader = backend::factory->instance_msdf_shader();
backend::mtsdf_shader = backend::factory->instance_mtsdf_shader();
backend::renderer_pipeline = backend::factory->instance_renderer_pipeline();
backend::renderer_pipeline
->set_intermediate_buffer(backend::msaa_buffer.get())
.add_flush_draw_list(draw_list.get());
}
void begin_frame() {
backend::renderer->create_objects();
atlas.locked = true;
set_default_font(get_default_font());
}
void end_frame() {
atlas.locked = false;
}
}