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- //
- // Urho3D Engine
- // Copyright (c) 2008-2011 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 <GLee.h>
- #include <GL/glfw3.h>
- class Context;
- /// %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_;
- /// Active draw buffers.
- unsigned drawBuffers_;
- /// Frame buffer object. Reused whenever rendering to a texture.
- unsigned fbo_;
- /// Vertex attributes in use.
- unsigned enabledAttributes_;
- /// Current pixel format.
- int pixelFormat_;
- /// Current depth bits.
- int depthBits_;
- /// Backbuffer depth bits.
- int windowDepthBits_;
- /// FBO bound flag.
- bool fboBound_;
- };
- /// 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);
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