source: trunk/nv/gl/gl_context.hh @ 503

Last change on this file since 503 was 503, checked in by epyon, 9 years ago
  • nv::random - support for different rng sources
  • nv::types - fixes and better support
  • nv::mesh_creator - full range transform
  • nv::context - buffer mask as separate type
  • nv::lua - initializations from lua::state instead of lua_State
  • nv::lua - initial support for rtti
File size: 5.0 KB
RevLine 
[395]1// Copyright (C) 2012-2015 ChaosForge Ltd
[37]2// http://chaosforge.org/
3//
[395]4// This file is part of Nova libraries.
5// For conditions of distribution and use, see copying.txt file in root folder.
6
[37]7/**
8 * @file gl_context.hh
9 * @author Kornel Kisielewicz epyon@chaosforge.org
10 * @brief Context class
11 */
12
13#ifndef NV_GL_CONTEXT_HH
14#define NV_GL_CONTEXT_HH
15
16#include <nv/interface/context.hh>
17
18namespace nv
19{
[313]20        struct gl_framebuffer_info : public framebuffer_info
21        {
22                unsigned glid;
[331]23                unsigned depth_rb_glid;
[313]24        };
25
[491]26        struct gl_vertex_array_info : public vertex_array_info
27        {
28                unsigned glid;
29        };
30
31
[37]32        class gl_context : public context
33        {
34        public:
[326]35                gl_context( device* a_device, void* a_handle );
36                virtual ~gl_context();
[313]37
[491]38                virtual vertex_array create_vertex_array( const vertex_array_desc& desc );
[492]39                virtual framebuffer create_framebuffer( uint32 temp_samples = 1 );
[501]40                using context::release;
[313]41                virtual void release( vertex_array va );
42                virtual void release( framebuffer f );
43                virtual const framebuffer_info* get_framebuffer_info( framebuffer f ) const;
44
[501]45                using context::create_texture;
46                virtual texture create_texture( texture_type type, ivec2 size, image_format aformat, sampler asampler, const void* data = nullptr );
47                virtual texture create_texture( texture_type type, ivec3 size, image_format aformat, sampler asampler, const void* data = nullptr );
48
49                virtual buffer create_buffer( buffer_type type, buffer_hint hint, size_t size, const void* source = nullptr );
50                virtual void create_buffer( buffer, size_t, const void* = nullptr );
51
[342]52                virtual void set_draw_buffers( uint32 count, const output_slot* slots );
[331]53                virtual void set_draw_buffer( output_slot slot );
54                virtual void set_read_buffer( output_slot slot );
[503]55                virtual void blit( framebuffer f, buffer_mask mask, ivec2 src1, ivec2 src2, ivec2 dst1, ivec2 dst2 );
56                virtual void blit( framebuffer from, framebuffer to, buffer_mask mask, ivec2 src1, ivec2 src2, ivec2 dst1, ivec2 dst2 );
[331]57
[500]58                virtual void attach( framebuffer f, output_slot slot, texture t, int layer = -1 );
[463]59                virtual void attach( framebuffer f, texture depth, int layer = -1 );
[331]60                virtual void attach( framebuffer f, ivec2 size );
61                virtual bool check( framebuffer_slot ft );
62                virtual void bind( framebuffer f, framebuffer_slot ft = FRAMEBUFFER );
[301]63                virtual void bind( texture t, texture_slot slot );
[473]64                virtual void bind( buffer b, uint32 index, size_t offset = 0, size_t size = 0 );
[491]65                virtual void bind( buffer b, texture t );
[299]66
[491]67
[406]68                virtual void update( texture t, const void* data );
[302]69                virtual void update( buffer b, const void* data, size_t offset, size_t size );
[499]70                virtual void* map_buffer( buffer, buffer_access, size_t /*offset*/, size_t /*length*/ );
71                virtual void unmap_buffer( buffer );
72
[491]73                //              virtual void update( buffer b, uint32 index, const void* data, size_t offset, size_t size );
[299]74
[44]75                virtual void clear( const clear_state& cs );
[45]76                // temporary
[473]77                virtual void draw( primitive prim, const render_state& rs, program p, vertex_array va, size_t count, size_t first = 0 );
[502]78                virtual void draw_instanced( primitive prim, const render_state& rs, program p, size_t instances, vertex_array va, size_t count, size_t first = 0 );
79
[44]80                virtual const ivec4& get_viewport();
81                virtual void set_viewport( const ivec4& viewport );
82                virtual void apply_render_state( const render_state& state );
[303]83                virtual void apply_engine_uniforms( program p, const scene_state& s );
[326]84                // TODO: remove
85                void* get_native_handle() { return m_handle; }
[303]86
[245]87        protected:
[313]88                void bind( program p );
89                void bind( vertex_array va );
90                void unbind( program p );
91//              void unbind( buffer b );
92                void unbind( vertex_array va );
93                void unbind( framebuffer va );
94
[37]95                void force_apply_render_state( const render_state& state );
[121]96                void force_apply_stencil_face( unsigned face, const stencil_test_face& stencil );
[245]97        private:
[37]98                void apply_stencil_test( const stencil_test& stencil );
[121]99                void apply_stencil_face( unsigned face, stencil_test_face& stencil, const stencil_test_face& new_stencil );
[37]100                void apply_scissor_test( const scissor_test& scissor );
101                void apply_depth_test( const depth_test& depth );
102                void apply_depth_mask( bool mask );
[492]103                void apply_multisample( bool multisample );
[37]104                void apply_depth_range( const depth_range& range );
105                void apply_color_mask( const color_mask& mask );
106                void apply_blending( const blending& blend );
107                void apply_culling( const culling& cull );
[233]108                void apply_polygon_mode( const polygon_mode& mode );
[37]109                void enable( unsigned int what, bool value );
[492]110                void set_active_texture( texture_slot slot );
[493]111
112                bool validate_program( program p );
[37]113        private:
[492]114                texture_slot m_active_slot;
115                texture      m_bound_textures[ texture_slot::MAX_TEXTURES ];
[501]116                program      m_bound_program;
117
[37]118                vec4  m_clear_color;
119                float m_clear_depth;
120                int   m_clear_stencil;
[326]121                void* m_handle;
[313]122
[491]123                handle_store< gl_vertex_array_info, vertex_array > m_vertex_arrays;
124                handle_store< gl_framebuffer_info, framebuffer >   m_framebuffers;
[245]125        };
126
[37]127
128} // namespace nv
129
130#endif // NV_CONTEXT_HH
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