1 | // Copyright (C) 2012-2015 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 Nova libraries.
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5 | // For conditions of distribution and use, see copying.txt file in root folder.
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6 |
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7 | /**
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8 | * @file gl_context.hh
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9 | * @author Kornel Kisielewicz epyon@chaosforge.org
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10 | * @brief Context class
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11 | */
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12 |
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13 | #ifndef NV_GL_CONTEXT_HH
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14 | #define NV_GL_CONTEXT_HH
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15 |
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16 | #include <nv/interface/context.hh>
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17 | #include <nv/stl/handle_store.hh>
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18 |
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19 | namespace nv
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20 | {
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21 | struct gl_framebuffer_info : public framebuffer_info
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22 | {
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23 | unsigned glid;
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24 | unsigned depth_rb_glid;
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25 | };
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26 |
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27 | struct gl_vertex_array_info : public vertex_array_info
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28 | {
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29 | unsigned glid;
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30 | };
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31 |
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32 |
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33 | class gl_context : public context
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34 | {
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35 | public:
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36 | gl_context( device* a_device, void* a_handle );
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37 | virtual ~gl_context();
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38 |
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39 | virtual vertex_array create_vertex_array( const vertex_array_desc& desc );
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40 | virtual framebuffer create_framebuffer( uint32 temp_samples = 1 );
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41 | using context::release;
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42 | virtual void release( vertex_array va );
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43 | virtual void release( framebuffer f );
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44 | virtual image_data* dump_image( image_format f, image_data* reuse );
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45 | virtual const framebuffer_info* get_framebuffer_info( framebuffer f ) const;
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46 |
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47 | using context::create_texture;
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48 | virtual texture create_texture( texture_type type, ivec2 size, image_format aformat, sampler asampler, const void* data = nullptr );
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49 | virtual texture create_texture( texture_type type, ivec3 size, image_format aformat, sampler asampler, const void* data = nullptr );
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50 |
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51 | virtual buffer create_buffer( buffer_type type, buffer_hint hint, size_t size, const void* source = nullptr );
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52 | virtual void create_buffer( buffer, size_t, const void* = nullptr );
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53 |
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54 | virtual void set_draw_buffers( uint32 count, const output_slot* slots );
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55 | virtual void set_draw_buffer( output_slot slot );
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56 | virtual void set_read_buffer( output_slot slot );
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57 | virtual void blit( framebuffer f, buffer_mask mask, ivec2 src1, ivec2 src2, ivec2 dst1, ivec2 dst2 );
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58 | virtual void blit( framebuffer from, framebuffer to, buffer_mask mask, ivec2 src1, ivec2 src2, ivec2 dst1, ivec2 dst2 );
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59 |
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60 | virtual void attach( framebuffer f, output_slot slot, texture t, int layer = -1 );
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61 | virtual void attach( framebuffer f, texture depth, int layer = -1 );
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62 | virtual void attach( framebuffer f, ivec2 size );
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63 | virtual void attach_depth( framebuffer source, framebuffer target );
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64 |
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65 | virtual bool check( framebuffer_slot ft );
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66 | virtual void bind( framebuffer f, framebuffer_slot ft = FRAMEBUFFER );
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67 | virtual void bind( texture t, texture_slot slot );
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68 | virtual void bind( buffer b, uint32 index, size_t offset = 0, size_t size = 0 );
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69 | virtual void bind( buffer b, texture t );
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70 |
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71 |
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72 | virtual void update( texture t, const void* data );
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73 | virtual void update( buffer b, const void* data, size_t offset, size_t size );
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74 | virtual void* map_buffer( buffer, buffer_access, size_t /*offset*/, size_t /*length*/ );
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75 | virtual void unmap_buffer( buffer );
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76 |
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77 | // virtual void update( buffer b, uint32 index, const void* data, size_t offset, size_t size );
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78 |
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79 | virtual void clear( const clear_state& cs );
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80 | // temporary
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81 | virtual void draw( primitive prim, const render_state& rs, program p, vertex_array va, size_t count, size_t first = 0 );
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82 | 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 );
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83 |
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84 | virtual const ivec4& get_viewport();
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85 | virtual void set_viewport( const ivec4& viewport );
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86 | virtual void apply_render_state( const render_state& state );
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87 | virtual void apply_engine_uniforms( program p, const scene_state& s );
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88 | // TODO: remove
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89 | void* get_native_handle() { return m_handle; }
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90 |
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91 | protected:
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92 | void bind( program p );
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93 | void bind( vertex_array va );
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94 | void unbind( program p );
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95 | // void unbind( buffer b );
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96 | void unbind( vertex_array va );
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97 | void unbind( framebuffer va );
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98 |
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99 | void force_apply_render_state( const render_state& state );
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100 | void force_apply_stencil_face( unsigned face, const stencil_test_face& stencil );
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101 | private:
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102 | void apply_stencil_test( const stencil_test& stencil );
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103 | void apply_stencil_face( unsigned face, stencil_test_face& stencil, const stencil_test_face& new_stencil );
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104 | void apply_scissor_test( const scissor_test& scissor );
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105 | void apply_depth_test( const depth_test& depth );
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106 | void apply_depth_mask( bool mask );
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107 | void apply_multisample( bool multisample );
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108 | void apply_depth_range( const depth_range& range );
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109 | void apply_color_mask( const color_mask& mask );
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110 | void apply_blending( const blending& blend );
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111 | void apply_culling( const culling& cull );
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112 | void apply_polygon_mode( const polygon_mode& mode );
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113 | void enable( unsigned int what, bool value );
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114 | void set_active_texture( texture_slot slot );
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115 |
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116 | bool validate_program( program p );
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117 | private:
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118 | texture_slot m_active_slot;
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119 | texture m_bound_textures[ texture_slot::MAX_TEXTURES ];
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120 | program m_bound_program;
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121 |
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122 | vec4 m_clear_color;
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123 | float m_clear_depth;
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124 | int m_clear_stencil;
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125 | void* m_handle;
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126 |
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127 | handle_store< gl_vertex_array_info, vertex_array > m_vertex_arrays;
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128 | handle_store< gl_framebuffer_info, framebuffer > m_framebuffers;
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129 | };
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130 |
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131 |
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132 | } // namespace nv
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133 |
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134 | #endif // NV_CONTEXT_HH
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