2021-03-07 05:58:59 +01:00

318 lines
13 KiB
C++

// Generated by Haxe 4.0.5
#ifndef INCLUDED_openfl_display3D_Context3D
#define INCLUDED_openfl_display3D_Context3D
#ifndef HXCPP_H
#include <hxcpp.h>
#endif
#ifndef INCLUDED_openfl_events_EventDispatcher
#include <openfl/events/EventDispatcher.h>
#endif
HX_DECLARE_CLASS1(haxe,IMap)
HX_DECLARE_CLASS2(haxe,ds,StringMap)
HX_DECLARE_CLASS2(haxe,io,Bytes)
HX_DECLARE_CLASS4(lime,_internal,backend,native,NativeOpenGLRenderContext)
HX_DECLARE_CLASS2(lime,app,IModule)
HX_DECLARE_CLASS2(lime,graphics,RenderContext)
HX_DECLARE_CLASS3(lime,graphics,opengl,GLObject)
HX_DECLARE_CLASS2(lime,utils,ArrayBufferView)
HX_DECLARE_CLASS2(openfl,_Vector,FloatVector)
HX_DECLARE_CLASS2(openfl,_Vector,IVector)
HX_DECLARE_CLASS2(openfl,display,BitmapData)
HX_DECLARE_CLASS2(openfl,display,DisplayObject)
HX_DECLARE_CLASS2(openfl,display,DisplayObjectContainer)
HX_DECLARE_CLASS2(openfl,display,IBitmapDrawable)
HX_DECLARE_CLASS2(openfl,display,InteractiveObject)
HX_DECLARE_CLASS2(openfl,display,Stage)
HX_DECLARE_CLASS2(openfl,display,Stage3D)
HX_DECLARE_CLASS2(openfl,display3D,Context3D)
HX_DECLARE_CLASS2(openfl,display3D,IndexBuffer3D)
HX_DECLARE_CLASS2(openfl,display3D,Program3D)
HX_DECLARE_CLASS2(openfl,display3D,VertexBuffer3D)
HX_DECLARE_CLASS3(openfl,display3D,_internal,Context3DState)
HX_DECLARE_CLASS3(openfl,display3D,textures,CubeTexture)
HX_DECLARE_CLASS3(openfl,display3D,textures,RectangleTexture)
HX_DECLARE_CLASS3(openfl,display3D,textures,Texture)
HX_DECLARE_CLASS3(openfl,display3D,textures,TextureBase)
HX_DECLARE_CLASS3(openfl,display3D,textures,VideoTexture)
HX_DECLARE_CLASS2(openfl,events,EventDispatcher)
HX_DECLARE_CLASS2(openfl,events,IEventDispatcher)
HX_DECLARE_CLASS2(openfl,geom,Matrix3D)
HX_DECLARE_CLASS2(openfl,geom,Point)
HX_DECLARE_CLASS2(openfl,geom,Rectangle)
HX_DECLARE_CLASS2(openfl,utils,ByteArrayData)
HX_DECLARE_CLASS2(openfl,utils,IDataInput)
HX_DECLARE_CLASS2(openfl,utils,IDataOutput)
namespace openfl{
namespace display3D{
class HXCPP_CLASS_ATTRIBUTES Context3D_obj : public ::openfl::events::EventDispatcher_obj
{
public:
typedef ::openfl::events::EventDispatcher_obj super;
typedef Context3D_obj OBJ_;
Context3D_obj();
public:
enum { _hx_ClassId = 0x6271873d };
void __construct( ::openfl::display::Stage stage, ::openfl::display3D::_internal::Context3DState contextState, ::openfl::display::Stage3D stage3D);
inline void *operator new(size_t inSize, bool inContainer=true,const char *inName="openfl.display3D.Context3D")
{ return hx::Object::operator new(inSize,inContainer,inName); }
inline void *operator new(size_t inSize, int extra)
{ return hx::Object::operator new(inSize+extra,true,"openfl.display3D.Context3D"); }
static hx::ObjectPtr< Context3D_obj > __new( ::openfl::display::Stage stage, ::openfl::display3D::_internal::Context3DState contextState, ::openfl::display::Stage3D stage3D);
static hx::ObjectPtr< Context3D_obj > __alloc(hx::Ctx *_hx_ctx, ::openfl::display::Stage stage, ::openfl::display3D::_internal::Context3DState contextState, ::openfl::display::Stage3D stage3D);
static void * _hx_vtable;
static Dynamic __CreateEmpty();
static Dynamic __Create(hx::DynamicArray inArgs);
//~Context3D_obj();
HX_DO_RTTI_ALL;
hx::Val __Field(const ::String &inString, hx::PropertyAccess inCallProp);
static bool __GetStatic(const ::String &inString, Dynamic &outValue, hx::PropertyAccess inCallProp);
hx::Val __SetField(const ::String &inString,const hx::Val &inValue, hx::PropertyAccess inCallProp);
static bool __SetStatic(const ::String &inString, Dynamic &ioValue, hx::PropertyAccess inCallProp);
void __GetFields(Array< ::String> &outFields);
static void __register();
void __Mark(HX_MARK_PARAMS);
void __Visit(HX_VISIT_PARAMS);
bool _hx_isInstanceOf(int inClassId);
::String __ToString() const { return HX_("Context3D",40,3c,cf,b8); }
static void __boot();
static bool supportsVideoTexture;
static ::String _hx___driverInfo;
static int _hx___glDepthStencil;
static int _hx___glMaxTextureMaxAnisotropy;
static int _hx___glMaxViewportDims;
static int _hx___glMemoryCurrentAvailable;
static int _hx___glMemoryTotalAvailable;
static int _hx___glTextureMaxAnisotropy;
int backBufferHeight;
int backBufferWidth;
::String driverInfo;
int maxBackBufferHeight;
int maxBackBufferWidth;
::Dynamic profile;
::lime::_internal::backend::native::NativeOpenGLRenderContext gl;
int _hx___backBufferAntiAlias;
::openfl::display3D::textures::RectangleTexture _hx___backBufferTexture;
bool _hx___backBufferWantsBestResolution;
bool _hx___backBufferWantsBestResolutionOnBrowserZoom;
bool _hx___cleared;
::lime::graphics::RenderContext _hx___context;
::openfl::display3D::_internal::Context3DState _hx___contextState;
::openfl::display3D::Program3D _hx___renderStage3DProgram;
bool _hx___enableErrorChecking;
::lime::utils::ArrayBufferView _hx___fragmentConstants;
::openfl::display3D::textures::RectangleTexture _hx___frontBufferTexture;
::lime::utils::ArrayBufferView _hx___positionScale;
bool _hx___present;
::haxe::ds::StringMap _hx___programs;
::openfl::display3D::IndexBuffer3D _hx___quadIndexBuffer;
int _hx___quadIndexBufferCount;
int _hx___quadIndexBufferElements;
::openfl::display::Stage _hx___stage;
::openfl::display::Stage3D _hx___stage3D;
::openfl::display3D::_internal::Context3DState _hx___state;
::lime::utils::ArrayBufferView _hx___vertexConstants;
void clear(hx::Null< Float > red,hx::Null< Float > green,hx::Null< Float > blue,hx::Null< Float > alpha,hx::Null< Float > depth,hx::Null< int > stencil,hx::Null< int > mask);
::Dynamic clear_dyn();
void configureBackBuffer(int width,int height,int antiAlias,hx::Null< bool > enableDepthAndStencil,hx::Null< bool > wantsBestResolution,hx::Null< bool > wantsBestResolutionOnBrowserZoom);
::Dynamic configureBackBuffer_dyn();
::openfl::display3D::textures::CubeTexture createCubeTexture(int size, ::Dynamic format,bool optimizeForRenderToTexture,hx::Null< int > streamingLevels);
::Dynamic createCubeTexture_dyn();
::openfl::display3D::IndexBuffer3D createIndexBuffer(int numIndices, ::Dynamic bufferUsage);
::Dynamic createIndexBuffer_dyn();
::openfl::display3D::Program3D createProgram( ::Dynamic format);
::Dynamic createProgram_dyn();
::openfl::display3D::textures::RectangleTexture createRectangleTexture(int width,int height, ::Dynamic format,bool optimizeForRenderToTexture);
::Dynamic createRectangleTexture_dyn();
::openfl::display3D::textures::Texture createTexture(int width,int height, ::Dynamic format,bool optimizeForRenderToTexture,hx::Null< int > streamingLevels);
::Dynamic createTexture_dyn();
::openfl::display3D::VertexBuffer3D createVertexBuffer(int numVertices,int data32PerVertex, ::Dynamic bufferUsage);
::Dynamic createVertexBuffer_dyn();
::openfl::display3D::textures::VideoTexture createVideoTexture();
::Dynamic createVideoTexture_dyn();
void dispose(hx::Null< bool > recreate);
::Dynamic dispose_dyn();
void drawToBitmapData( ::openfl::display::BitmapData destination, ::openfl::geom::Rectangle srcRect, ::openfl::geom::Point destPoint);
::Dynamic drawToBitmapData_dyn();
void drawTriangles( ::openfl::display3D::IndexBuffer3D indexBuffer,hx::Null< int > firstIndex,hx::Null< int > numTriangles);
::Dynamic drawTriangles_dyn();
void present();
::Dynamic present_dyn();
void setBlendFactors( ::Dynamic sourceFactor, ::Dynamic destinationFactor);
::Dynamic setBlendFactors_dyn();
void setBlendFactorsSeparate( ::Dynamic sourceRGBFactor, ::Dynamic destinationRGBFactor, ::Dynamic sourceAlphaFactor, ::Dynamic destinationAlphaFactor);
::Dynamic setBlendFactorsSeparate_dyn();
void setColorMask(bool red,bool green,bool blue,bool alpha);
::Dynamic setColorMask_dyn();
void setCulling( ::Dynamic triangleFaceToCull);
::Dynamic setCulling_dyn();
void setDepthTest(bool depthMask, ::Dynamic passCompareMode);
::Dynamic setDepthTest_dyn();
void setProgram( ::openfl::display3D::Program3D program);
::Dynamic setProgram_dyn();
void setProgramConstantsFromByteArray( ::Dynamic programType,int firstRegister,int numRegisters, ::openfl::utils::ByteArrayData data,int byteArrayOffset);
::Dynamic setProgramConstantsFromByteArray_dyn();
void setProgramConstantsFromMatrix( ::Dynamic programType,int firstRegister, ::openfl::geom::Matrix3D matrix,hx::Null< bool > transposedMatrix);
::Dynamic setProgramConstantsFromMatrix_dyn();
void setProgramConstantsFromVector( ::Dynamic programType,int firstRegister, ::openfl::_Vector::FloatVector data,hx::Null< int > numRegisters);
::Dynamic setProgramConstantsFromVector_dyn();
void setRenderToBackBuffer();
::Dynamic setRenderToBackBuffer_dyn();
void setRenderToTexture( ::openfl::display3D::textures::TextureBase texture,hx::Null< bool > enableDepthAndStencil,hx::Null< int > antiAlias,hx::Null< int > surfaceSelector);
::Dynamic setRenderToTexture_dyn();
void setSamplerStateAt(int sampler, ::Dynamic wrap, ::Dynamic filter, ::Dynamic mipfilter);
::Dynamic setSamplerStateAt_dyn();
void setScissorRectangle( ::openfl::geom::Rectangle rectangle);
::Dynamic setScissorRectangle_dyn();
void setStencilActions( ::Dynamic triangleFace, ::Dynamic compareMode, ::Dynamic actionOnBothPass, ::Dynamic actionOnDepthFail, ::Dynamic actionOnDepthPassStencilFail);
::Dynamic setStencilActions_dyn();
void setStencilReferenceValue(int referenceValue,hx::Null< int > readMask,hx::Null< int > writeMask);
::Dynamic setStencilReferenceValue_dyn();
void setTextureAt(int sampler, ::openfl::display3D::textures::TextureBase texture);
::Dynamic setTextureAt_dyn();
void setVertexBufferAt(int index, ::openfl::display3D::VertexBuffer3D buffer,hx::Null< int > bufferOffset, ::Dynamic format);
::Dynamic setVertexBufferAt_dyn();
void _hx___bindGLArrayBuffer( ::lime::graphics::opengl::GLObject buffer);
::Dynamic _hx___bindGLArrayBuffer_dyn();
void _hx___bindGLElementArrayBuffer( ::lime::graphics::opengl::GLObject buffer);
::Dynamic _hx___bindGLElementArrayBuffer_dyn();
void _hx___bindGLFramebuffer( ::lime::graphics::opengl::GLObject framebuffer);
::Dynamic _hx___bindGLFramebuffer_dyn();
void _hx___bindGLTexture2D( ::lime::graphics::opengl::GLObject texture);
::Dynamic _hx___bindGLTexture2D_dyn();
void _hx___bindGLTextureCubeMap( ::lime::graphics::opengl::GLObject texture);
::Dynamic _hx___bindGLTextureCubeMap_dyn();
void _hx___dispose();
::Dynamic _hx___dispose_dyn();
void _hx___drawTriangles(hx::Null< int > firstIndex,int count);
::Dynamic _hx___drawTriangles_dyn();
void _hx___flushGL();
::Dynamic _hx___flushGL_dyn();
void _hx___flushGLBlend();
::Dynamic _hx___flushGLBlend_dyn();
void _hx___flushGLColor();
::Dynamic _hx___flushGLColor_dyn();
void _hx___flushGLCulling();
::Dynamic _hx___flushGLCulling_dyn();
void _hx___flushGLDepth();
::Dynamic _hx___flushGLDepth_dyn();
void _hx___flushGLFramebuffer();
::Dynamic _hx___flushGLFramebuffer_dyn();
void _hx___flushGLProgram();
::Dynamic _hx___flushGLProgram_dyn();
void _hx___flushGLScissor();
::Dynamic _hx___flushGLScissor_dyn();
void _hx___flushGLStencil();
::Dynamic _hx___flushGLStencil_dyn();
void _hx___flushGLTextures();
::Dynamic _hx___flushGLTextures_dyn();
void _hx___flushGLViewport();
::Dynamic _hx___flushGLViewport_dyn();
int _hx___getGLBlend( ::Dynamic blendFactor);
::Dynamic _hx___getGLBlend_dyn();
int _hx___getGLCompareMode( ::Dynamic mode);
::Dynamic _hx___getGLCompareMode_dyn();
int _hx___getGLStencilAction( ::Dynamic action);
::Dynamic _hx___getGLStencilAction_dyn();
int _hx___getGLTriangleFace( ::Dynamic face);
::Dynamic _hx___getGLTriangleFace_dyn();
void _hx___renderStage3D( ::openfl::display::Stage3D stage3D);
::Dynamic _hx___renderStage3D_dyn();
void _hx___setGLBlend(bool enable);
::Dynamic _hx___setGLBlend_dyn();
void _hx___setGLBlendEquation(int value);
::Dynamic _hx___setGLBlendEquation_dyn();
void _hx___setGLCullFace(bool enable);
::Dynamic _hx___setGLCullFace_dyn();
void _hx___setGLDepthTest(bool enable);
::Dynamic _hx___setGLDepthTest_dyn();
void _hx___setGLFrontFace(bool counterClockWise);
::Dynamic _hx___setGLFrontFace_dyn();
void _hx___setGLScissorTest(bool enable);
::Dynamic _hx___setGLScissorTest_dyn();
void _hx___setGLStencilTest(bool enable);
::Dynamic _hx___setGLStencilTest_dyn();
bool get_enableErrorChecking();
::Dynamic get_enableErrorChecking_dyn();
bool set_enableErrorChecking(bool value);
::Dynamic set_enableErrorChecking_dyn();
int get_totalGPUMemory();
::Dynamic get_totalGPUMemory_dyn();
};
} // end namespace openfl
} // end namespace display3D
#endif /* INCLUDED_openfl_display3D_Context3D */