1 | // Copyright (C) 2012-2014 ChaosForge Ltd
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2 | // http://chaosforge.org/
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3 | //
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4 | // This file is part of NV Libraries.
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5 | // For conditions of distribution and use, see copyright notice in nv.hh
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6 | /**
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7 | * @file gl_context.hh
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8 | * @author Kornel Kisielewicz epyon@chaosforge.org
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9 | * @brief Context class
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10 | */
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11 |
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12 | #ifndef NV_GL_CONTEXT_HH
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13 | #define NV_GL_CONTEXT_HH
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14 |
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15 | #include <nv/interface/context.hh>
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16 |
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17 | namespace nv
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18 | {
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19 | struct gl_framebuffer_info : public framebuffer_info
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20 | {
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21 | unsigned glid;
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22 | };
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23 |
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24 | class gl_context : public context
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25 | {
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26 | protected:
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27 | gl_context( device* a_device );
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28 | public:
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29 | ~gl_context();
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30 |
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31 | virtual vertex_array create_vertex_array();
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32 | virtual framebuffer create_framebuffer();
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33 | virtual void release( vertex_array va );
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34 | virtual void release( framebuffer f );
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35 | virtual const vertex_array_info* get_vertex_array_info( vertex_array va ) const;
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36 | virtual const framebuffer_info* get_framebuffer_info( framebuffer f ) const;
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37 |
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38 | virtual void bind( texture t, texture_slot slot );
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39 |
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40 | virtual void update( texture t, void* data );
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41 | virtual void update( buffer b, const void* data, size_t offset, size_t size );
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42 |
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43 | virtual void clear( const clear_state& cs );
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44 | // temporary
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45 | virtual void draw( primitive prim, const render_state& rs, program p, vertex_array va, size_t count );
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46 | virtual const ivec4& get_viewport();
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47 | virtual void set_viewport( const ivec4& viewport );
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48 | virtual void apply_render_state( const render_state& state );
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49 | virtual void apply_engine_uniforms( program p, const scene_state& s );
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50 |
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51 | protected:
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52 | void bind( program p );
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53 | // void bind( buffer b );
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54 | void bind( vertex_array va );
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55 | void bind( framebuffer va );
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56 | void unbind( program p );
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57 | // void unbind( buffer b );
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58 | void unbind( vertex_array va );
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59 | void unbind( framebuffer va );
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60 |
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61 | void force_apply_render_state( const render_state& state );
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62 | void force_apply_stencil_face( unsigned face, const stencil_test_face& stencil );
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63 | // TODO: remove
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64 | virtual vertex_array_info* get_vertex_array_info_mutable( vertex_array );
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65 | private:
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66 | void apply_stencil_test( const stencil_test& stencil );
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67 | void apply_stencil_face( unsigned face, stencil_test_face& stencil, const stencil_test_face& new_stencil );
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68 | void apply_scissor_test( const scissor_test& scissor );
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69 | void apply_depth_test( const depth_test& depth );
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70 | void apply_depth_mask( bool mask );
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71 | void apply_depth_range( const depth_range& range );
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72 | void apply_color_mask( const color_mask& mask );
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73 | void apply_blending( const blending& blend );
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74 | void apply_culling( const culling& cull );
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75 | void apply_polygon_mode( const polygon_mode& mode );
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76 | void enable( unsigned int what, bool value );
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77 | private:
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78 | vec4 m_clear_color;
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79 | float m_clear_depth;
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80 | int m_clear_stencil;
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81 |
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82 | entity_store< vertex_array_info, vertex_array > m_vertex_arrays;
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83 | entity_store< gl_framebuffer_info, framebuffer > m_framebuffers;
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84 | };
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85 |
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86 | class sdl_gl_context : public gl_context
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87 | {
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88 | public:
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89 | sdl_gl_context( device* a_device, void* a_sdl_win_handle );
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90 | ~sdl_gl_context();
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91 | private:
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92 | void* m_handle;
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93 | };
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94 |
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95 | class native_gl_context : public gl_context
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96 | {
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97 | public:
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98 | native_gl_context( device* a_device, void* a_native_win_handle );
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99 | void* get_native_handle() { return m_handle; }
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100 | ~native_gl_context();
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101 | private:
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102 | void* m_handle;
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103 | };
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104 |
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105 |
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106 | } // namespace nv
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107 |
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108 | #endif // NV_CONTEXT_HH
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