// // Urho3D Engine // Copyright (c) 2008-2012 Lasse Öörni // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "Color.h" #include "Map.h" #include "Timer.h" #include #include class Context; /// Cached state of a frame buffer object struct FrameBufferObject { FrameBufferObject() : fbo_(0), readBuffers_(M_MAX_UNSIGNED), drawBuffers_(M_MAX_UNSIGNED), depthAttachment_(0) { for (unsigned i = 0; i < MAX_RENDERTARGETS; ++i) colorAttachments_[i] = 0; } /// Frame buffer handle. unsigned fbo_; /// Bound color attachment textures. RenderSurface* colorAttachments_[MAX_RENDERTARGETS]; /// Bound depth/stencil attachment. RenderSurface* depthAttachment_; /// Read buffer bits. unsigned readBuffers_; /// Draw buffer bits. unsigned drawBuffers_; /// Use timer for cleaning up. Timer useTimer_; }; /// %Graphics subsystem implementation. Holds API-specific objects. class GraphicsImpl { friend class Graphics; public: /// Construct. GraphicsImpl(); private: /// GLFW window. GLFWwindow window_; /// Active texture unit. unsigned activeTexture_; /// Vertex attributes in use. unsigned enabledAttributes_; /// Currently bound frame buffer object. unsigned boundFbo_; /// Current pixel format. int pixelFormat_; /// Current depth bits. int depthBits_; /// Backbuffer depth bits. int windowDepthBits_; /// Map for FBO's per resolution and format. Map frameBuffers_; /// Need FBO commit flag. bool fboDirty_; }; /// Store execution context specific to the GLFW window void SetWindowContext(GLFWwindow window, Context* context); /// Return execution context specific to the GLFW window Context* GetWindowContext(GLFWwindow window);