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Merge pull request #14 from MonsterDruide1/devtools
utl: Add aglDevTools.h
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#pragma once | ||
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#include <gfx/seadColor.h> | ||
#include <hostio/seadHostIOReflexible.h> | ||
#include <math/seadBoundBox.h> | ||
#include <math/seadMatrix.h> | ||
#include <math/seadVector.h> | ||
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namespace sead { | ||
class Camera; | ||
class Controller; | ||
class LookAtCamera; | ||
class Projection; | ||
class Viewport; | ||
} // namespace sead | ||
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namespace agl { | ||
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class CubeMapFace; | ||
class DrawContext; | ||
class RenderBuffer; | ||
class ShaderProgram; | ||
class TextureData; | ||
class TextureSampler; | ||
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namespace utl { | ||
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// FIXME replace this with the proper include | ||
class ImageFilter2D { | ||
public: | ||
enum Channel {}; | ||
}; | ||
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namespace DevTools { | ||
enum CameraControlType {}; | ||
class PoiningControlBuffer; | ||
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void setMeterScale(float scale); | ||
float getMeterScale(); | ||
float calcScale(float factor); | ||
float calcMeter(float factor); | ||
sead::SafeString getStringMinMax(float min, float max); | ||
void setFrameSpeed(float frame_speed); | ||
float getFrameSpeed(); | ||
void setCameraOperationSpeed(float speed); | ||
float getCameraOperationSpeed(); | ||
void genMessage(sead::hostio::Context* context); | ||
void drawCamera(DrawContext*, const sead::Camera&, const sead::Matrix34f&, const sead::Matrix44f&, | ||
bool, const sead::Color4f&, float); | ||
void drawCamera(DrawContext*, const sead::Matrix34f&, const sead::Vector3f&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, bool, const sead::Color4f&, float); | ||
void drawCamera_(DrawContext*, const sead::Matrix34f&, const sead::Vector3f&, | ||
const sead::Matrix34f&, const sead::Matrix44f&, bool, const sead::Color4f&, float); | ||
void drawFrustum(DrawContext*, const sead::Camera&, const sead::Projection&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, bool, const sead::Color4f&); | ||
void drawFrustum_(DrawContext*, const sead::Matrix34f&, const sead::Matrix44f&, | ||
const sead::Matrix34f&, const sead::Matrix44f&, bool, const sead::Color4f&); | ||
void drawFrustum(DrawContext*, const sead::Matrix34f&, const sead::Projection&, | ||
const sead::Matrix34f&, const sead::Matrix44f&, bool, const sead::Color4f&); | ||
void drawCameraAndFrustum(DrawContext*, const sead::Camera&, const sead::Projection&, | ||
const sead::Matrix34f&, const sead::Matrix44f&, bool, | ||
const sead::Color4f&, const sead::Color4f&, float); | ||
void beginDrawImm(DrawContext*, const sead::Matrix34f&, const sead::Matrix44f&); | ||
void drawLineImm(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, const sead::Color4f&, | ||
float); | ||
void setUniformToDevToolsShader_(DrawContext*, const sead::Matrix34f&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, const sead::Color4f&, const sead::Color4f&, | ||
const sead::Vector3f&); | ||
void drawAxisImm(DrawContext*, const sead::Matrix34f&, float, float, float); | ||
void drawDirectionalLight(DrawContext*, const sead::Vector3f&, const sead::Color4f&, | ||
const sead::Color4f&, const sead::Color4f&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, float, bool); | ||
void drawPou32Light(DrawContext*, const sead::Vector3f&, float, const sead::Color4f&, | ||
const sead::Matrix34f&, const sead::Matrix44f&); | ||
void drawSpotLight(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, const sead::Color4f&, | ||
float, float, const sead::Matrix34f&, const sead::Matrix44f&); | ||
void drawProjLight(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, | ||
const sead::Vector3f&, const sead::Color4f&, float, float, float, float, float, | ||
float, const sead::Vector3f&, bool, const sead::Matrix34f&, | ||
const sead::Matrix44f&); | ||
void drawCapsule(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, float, | ||
const sead::Color4f&, const sead::Matrix34f&, const sead::Matrix44f&, bool); | ||
void drawArrow(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, const sead::Color4f&, | ||
const sead::Color4f&, float, const sead::Matrix34f&, const sead::Matrix44f&); | ||
void drawCursor(DrawContext*, const sead::Vector2f&, const sead::Vector2f&, float); | ||
void drawTexture(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, const sead::Color4f&); | ||
void drawDepthGradation(DrawContext*, const RenderBuffer&, u32, const float*, const sead::Color4f*, | ||
float, float); | ||
void controlCamera(sead::LookAtCamera*, const sead::Controller&, float, CameraControlType); | ||
void controlCamera(sead::LookAtCamera*, const sead::Vector2f&, const sead::Vector2f&, float, float, | ||
float, bool, CameraControlType); | ||
void controlCameraPou32er(sead::LookAtCamera*, PoiningControlBuffer*, const sead::Viewport&); | ||
void controlCameraPou32er(sead::LookAtCamera*, PoiningControlBuffer*, float, float); | ||
void controlCameraPou32er(sead::LookAtCamera*, PoiningControlBuffer*, bool, bool, bool, bool, | ||
const sead::Vector2f&, bool, float, float); | ||
void controlCameraPou32er(sead::LookAtCamera*, const sead::Vector2f&, float, float, float); | ||
void drawFrameBuffer(DrawContext*, const RenderBuffer&, const sead::Viewport&, | ||
ImageFilter2D::Channel); | ||
void drawVisualizedDepth(DrawContext*, const TextureData&, s32, const sead::Matrix34f&, | ||
const sead::Matrix44f&, const sead::Matrix34f&, const sead::Matrix44f&); | ||
void drawVisualizedDepth(DrawContext*, const TextureData&, s32, const sead::Matrix44f&, | ||
const sead::Matrix34f&, const sead::Matrix44f&); | ||
void drawColorQuad(DrawContext*, const sead::Color4f&, const sead::Matrix34f&, | ||
const sead::Matrix44f&); | ||
void drawColorQuadTopBottom(DrawContext*, const sead::Color4f&, const sead::Color4f&, | ||
const sead::Matrix34f&, const sead::Matrix44f&); | ||
void drawTexture_(DrawContext*, const ShaderProgram&, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, const sead::Color4f&); | ||
void drawTextureChannel(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, ImageFilter2D::Channel); | ||
void drawTextureGamma(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, float); | ||
void drawTextureMipLevel(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, float); | ||
void drawTexture2DArray(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, s32, float, const sead::Color4f&); | ||
void drawTexture3D(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, float, float); | ||
void drawTextureCubeMap(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, CubeMapFace, float); | ||
void drawTextureCubeArray(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, s32, CubeMapFace, float); | ||
void drawTextureTexCoord(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, const sead::Vector2f&, float, | ||
const sead::Vector2f&); | ||
void drawTextureTexCoordMultColor(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, const sead::Vector2f&, float, | ||
const sead::Vector2f&, const sead::Color4f&); | ||
void drawTextureMSAA(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&); | ||
void drawNV12Decord(DrawContext*, const TextureSampler&, const TextureSampler&, | ||
const sead::Matrix34f&, const sead::Matrix44f&); | ||
void drawTextureColorMatrix(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, const sead::Matrix44f&, const sead::Vector4f&, | ||
float); | ||
void drawTexture_(DrawContext*, const ShaderProgram&, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, const sead::Matrix44f&, const sead::Vector4f&); | ||
void drawTexture2DArrayColorMatrix(DrawContext*, const TextureSampler&, const sead::Matrix34f&, | ||
const sead::Matrix44f&, const sead::Matrix44f&, | ||
const sead::Vector4f&, s32, float); | ||
void drawPou32Imm(DrawContext*, const sead::Vector3f&, const sead::Color4f&, float); | ||
void drawTriangleImm(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, | ||
const sead::Vector3f&, const sead::Color4f&); | ||
void drawWireTriangleImm(DrawContext*, const sead::Vector3f&, const sead::Vector3f&, | ||
const sead::Vector3f&, const sead::Color4f&, float); | ||
void drawGridImm(DrawContext*, float, float, u32, u32, const sead::Color4f&, float); | ||
void drawWireCircleImm(DrawContext*, const sead::Matrix34f&, const sead::Color4f&, float, u32); | ||
void drawBoundBoxImm(DrawContext*, const sead::BoundBox3f&, const sead::Color4f&, float); | ||
void drawFan(DrawContext*, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Color4f&, | ||
float, float, u32, float); | ||
void drawFan_(DrawContext*, u32*, const sead::Matrix34f&, const sead::Matrix44f&, | ||
const sead::Color4f&, float, float, u32, float); | ||
void drawWireFan(DrawContext*, const sead::Matrix34f&, const sead::Matrix44f&, const sead::Color4f&, | ||
float, float, u32, float); | ||
void setStickReverse(bool reverse); | ||
bool isStickReverse(); | ||
void setRotateLRReverse(bool reverse); | ||
bool isRotateLRReverse(); | ||
void setRotateUDReverse(bool reverse); | ||
bool isRotateUDReverse(); | ||
} // namespace DevTools | ||
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} // namespace utl | ||
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} // namespace agl |