2015-11-15 18:29:31 -10:00

61 lines
2.4 KiB
C++

#ifndef GDEV_GLES3_HPP
#define GDEV_GLES3_HPP
#include "IGraphicsDataFactory.hpp"
#include "IGraphicsCommandQueue.hpp"
#include "boo/IGraphicsContext.hpp"
#include <vector>
#include <unordered_set>
namespace boo
{
class GLDataFactory : public IGraphicsDataFactory
{
IGraphicsContext* m_parent;
IGraphicsData* m_deferredData = nullptr;
std::unordered_set<IGraphicsData*> m_committedData;
std::vector<int> m_texUnis;
public:
GLDataFactory(IGraphicsContext* parent);
~GLDataFactory() {}
Platform platform() const {return PlatformOGL;}
const char* platformName() const {return "OGL";}
IGraphicsBufferS* newStaticBuffer(BufferUse use, const void* data, size_t stride, size_t count);
IGraphicsBufferS* newStaticBuffer(BufferUse use, std::unique_ptr<uint8_t[]>&& data, size_t stride, size_t count);
IGraphicsBufferD* newDynamicBuffer(BufferUse use, size_t stride, size_t count);
ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
const void* data, size_t sz);
ITextureS* newStaticTexture(size_t width, size_t height, size_t mips, TextureFormat fmt,
std::unique_ptr<uint8_t[]>&& data, size_t sz);
ITextureD* newDynamicTexture(size_t width, size_t height, TextureFormat fmt);
ITextureR* newRenderTexture(size_t width, size_t height, size_t samples);
IVertexFormat* newVertexFormat(size_t elementCount, const VertexElementDescriptor* elements);
IShaderPipeline* newShaderPipeline(const char* vertSource, const char* fragSource,
size_t texCount, const char* texArrayName,
size_t uniformBlockCount, const char** uniformBlockNames,
BlendFactor srcFac, BlendFactor dstFac,
bool depthTest, bool depthWrite, bool backfaceCulling);
IShaderDataBinding*
newShaderDataBinding(IShaderPipeline* pipeline,
IVertexFormat* vtxFormat,
IGraphicsBuffer* vbo, IGraphicsBuffer* ibo,
size_t ubufCount, IGraphicsBuffer** ubufs,
size_t texCount, ITexture** texs);
void reset();
IGraphicsData* commit();
void destroyData(IGraphicsData*);
void destroyAllData();
};
}
#endif // GDEV_GLES3_HPP