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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 "Matrix3x4.h"
- #include "Object.h"
- #include "Rect.h"
- #include "GraphicsDefs.h"
- class Image;
- class IndexBuffer;
- class Matrix3;
- class Matrix4;
- class Matrix3x4;
- class GPUObject;
- class GraphicsImpl;
- class RenderSurface;
- class ShaderProgram;
- class ShaderVariation;
- class Texture;
- class Texture2D;
- class TextureCube;
- class Vector3;
- class Vector4;
- class VertexBuffer;
- static const int IMMEDIATE_BUFFER_DEFAULT_SIZE = 1024;
- static const int NUM_SCREEN_BUFFERS = 2;
- typedef Map<Pair<ShaderVariation*, ShaderVariation*>, SharedPtr<ShaderProgram> > ShaderProgramMap;
- /// Graphics subsystem. Manages the application window, rendering state and GPU resources
- class Graphics : public Object
- {
- OBJECT(Graphics);
-
- public:
- /// Construct
- Graphics(Context* context_);
- /// Destruct. Close the window and release the Direct3D9 device
- virtual ~Graphics();
-
- /// Pump operating system messages
- void MessagePump();
- /// Set window title
- void SetWindowTitle(const String& windowTitle);
- /// Set screen mode. In deferred rendering modes multisampling means edge filtering instead of MSAA
- bool SetMode(RenderMode mode, int width, int height, bool fullscreen, bool vsync, int multiSample);
- /// Set screen resolution only
- bool SetMode(int width, int height);
- /// Set rendering mode only
- bool SetMode(RenderMode mode);
- /// Toggle between full screen and windowed mode
- bool ToggleFullscreen();
- /// Close the window
- void Close();
- /// Take a screenshot
- bool TakeScreenShot(Image& destImage);
- /// Set whether to flush GPU command queue at the end of each frame. Default true
- void SetFlushGPU(bool enable);
- /// Begin frame rendering
- bool BeginFrame();
- /// End frame rendering and swap buffers
- void EndFrame();
- /// Clear any or all of render target, depth buffer and stencil buffer
- void Clear(unsigned flags, const Color& color = Color(0.0f, 0.0f, 0.0f, 0.0f), float depth = 1.0f, unsigned stencil = 0);
- /// Draw non-indexed geometry
- void Draw(PrimitiveType type, unsigned vertexStart, unsigned vertexCount);
- /// Draw indexed geometry
- void Draw(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount);
- /// Draw indexed, instanced geometry. No-op on OpenGL
- void DrawInstanced(PrimitiveType type, unsigned indexStart, unsigned indexCount, unsigned minVertex, unsigned vertexCount, unsigned instanceCount);
- /// Set vertex buffer
- void SetVertexBuffer(VertexBuffer* buffer);
- /// Set multiple vertex buffers
- bool SetVertexBuffers(const Vector<VertexBuffer*>& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
- /// Set multiple vertex buffers
- bool SetVertexBuffers(const Vector<SharedPtr<VertexBuffer> >& buffers, const PODVector<unsigned>& elementMasks, unsigned instanceOffset = 0);
- /// Set index buffer
- void SetIndexBuffer(IndexBuffer* buffer);
- /// Set shaders
- void SetShaders(ShaderVariation* vs, ShaderVariation* ps);
- /// Set shader bool constants
- void SetShaderParameter(ShaderParameter param, const bool* data, unsigned count);
- /// Set shader float constants
- void SetShaderParameter(ShaderParameter param, const float* data, unsigned count);
- /// Set shader int constants
- void SetShaderParameter(ShaderParameter param, const int* data, unsigned count);
- /// Set shader float constant
- void SetShaderParameter(ShaderParameter param, float value);
- /// Set shader color constant
- void SetShaderParameter(ShaderParameter param, const Color& color);
- /// Set shader 3x3 matrix constant
- void SetShaderParameter(ShaderParameter param, const Matrix3& matrix);
- /// Set shader 3D vector constant
- void SetShaderParameter(ShaderParameter param, const Vector3& vector);
- /// Set shader 4x4 matrix constant
- void SetShaderParameter(ShaderParameter param, const Matrix4& matrix);
- /// Set shader 4D vector constant
- void SetShaderParameter(ShaderParameter param, const Vector4& vector);
- /// Set shader 4x3 matrix constant
- void SetShaderParameter(ShaderParameter param, const Matrix3x4& matrix);
- /// Check whether a shader parameter in the currently set shaders needs update
- bool NeedParameterUpdate(ShaderParameter param, const void* source);
- /// Check whether the current pixel shader uses a texture unit
- bool NeedTextureUnit(TextureUnit unit);
- /// Clear remembered shader parameter sources
- void ClearLastParameterSources();
- /// Clear remembered transform shader parameter sources
- void ClearTransformSources();
- /// Clean up unused shader programs
- void CleanupShaderPrograms();
- /// Set texture
- void SetTexture(unsigned index, Texture* texture);
- /// Bind texture unit 0 for update. Called by Texture
- void SetTextureForUpdate(Texture* texture);
- /// Set default texture filtering mode
- void SetDefaultTextureFilterMode(TextureFilterMode mode);
- /// Set texture anisotropy
- void SetTextureAnisotropy(unsigned level);
- /// Dirty texture parameters of all textures (when global settings change)
- void SetTextureParametersDirty();
- /// Reset all render targets and depth buffer (render to back buffer and back buffer depth stencil)
- void ResetRenderTargets();
- /// Reset specific render target
- void ResetRenderTarget(unsigned index);
- /// Reset depth stencil
- void ResetDepthStencil();
- /// Set render target
- void SetRenderTarget(unsigned index, RenderSurface* renderTarget);
- /// Set render target
- void SetRenderTarget(unsigned index, Texture2D* renderTexture);
- /// Set depth stencil buffer
- void SetDepthStencil(RenderSurface* depthStencil);
- /// Set depth stencil buffer
- void SetDepthStencil(Texture2D* depthTexture);
- /// Set viewport
- void SetViewport(const IntRect& rect);
- /// Set "view texture" to prevent sampling from the destination render target
- void SetViewTexture(Texture* texture);
- /// Set alpha test
- void SetAlphaTest(bool enable, CompareMode mode = CMP_ALWAYS, float alphaRef = 0.5f);
- /// Set blending mode
- void SetBlendMode(BlendMode mode);
- /// Set color write on/off
- void SetColorWrite(bool enable);
- /// Set hardware culling mode
- void SetCullMode(CullMode mode);
- /// Set depth bias
- void SetDepthBias(float constantBias, float slopeScaledBias);
- /// Set depth compare
- void SetDepthTest(CompareMode mode);
- /// Set depth write on/off
- void SetDepthWrite(bool enable);
- /// Set polygon fill mode
- void SetFillMode(FillMode mode);
- /// Set scissor test
- void SetScissorTest(bool enable, const Rect& rect = Rect::FULL, bool borderInclusive = true);
- /// Set scissor test
- void SetScissorTest(bool enable, const IntRect& rect);
- /// Set stencil test
- void SetStencilTest(bool enable, CompareMode mode = CMP_ALWAYS, StencilOp pass = OP_KEEP, StencilOp fail = OP_KEEP, StencilOp zFail = OP_KEEP, unsigned stencilRef = 0, unsigned stencilMask = M_MAX_UNSIGNED);
- /// Set vertex buffer stream frequency. No-op on OpenGL
- void SetStreamFrequency(unsigned index, unsigned frequency);
- /// Reset stream frequencies. No-op on OpenGL
- void ResetStreamFrequencies();
- /// Begin immediate rendering command
- bool BeginImmediate(PrimitiveType type, unsigned vertexCount, unsigned elementMask);
- /// Define immediate vertex
- bool DefineVertex(const Vector3& vertex);
- /// Define immediate normal
- bool DefineNormal(const Vector3& normal);
- /// Define immediate texture coordinate
- bool DefineTexCoord(const Vector2& texCoord);
- /// Define immediate color
- bool DefineColor(const Color& color);
- /// Define immediate color
- bool DefineColor(unsigned color);
- /// End immediate rendering command and render
- void EndImmediate();
- /// Set force Shader Model 2 flag. No effect on OpenGL
- void SetForceSM2(bool enable);
-
- /// Return whether rendering initialized
- bool IsInitialized() const;
- /// Return graphics implementation, which holds the actual API-specific resources
- GraphicsImpl* GetImpl() const { return impl_; }
- /// Return window title
- const String& GetWindowTitle() const { return windowTitle_; }
- /// Return rendering mode
- RenderMode GetRenderMode() const { return mode_; }
- /// Return window width
- int GetWidth() const { return width_; }
- /// Return window height
- int GetHeight() const { return height_; }
- /// Return multisample mode (0 = no multisampling)
- int GetMultiSample() const { return multiSample_; }
- /// Return whether window is fullscreen
- bool GetFullscreen() const { return fullscreen_; }
- /// Return whether vertical sync is on
- bool GetVSync() const { return vsync_; }
- /// Return whether GPU command queue is flushed at the end of each frame
- bool GetFlushGPU() const { return flushGPU_; }
- /// Return whether device is lost, and can not yet render. Always false on OpenGL
- bool IsDeviceLost() const { return false; }
- /// Return immediate rendering data pointer
- unsigned char* GetImmediateDataPtr() const;
- /// Return window handle
- unsigned GetWindowHandle() const;
- /// Return number of primitives drawn this frame
- unsigned GetNumPrimitives() const { return numPrimitives_; }
- /// Return number of batches drawn this frame
- unsigned GetNumBatches() const { return numBatches_; }
- /// Return dummy color texture format for shadow maps. Is always 0 on OpenGL
- unsigned GetDummyColorFormat() const { return 0; }
- /// Return shadow map depth texture format, or 0 if not supported
- unsigned GetShadowMapFormat() const { return shadowMapFormat_; }
- /// Return 24-bit shadow map depth texture format, or 0 if not supported
- unsigned GetHiresShadowMapFormat() const { return hiresShadowMapFormat_; }
- /// Return whether texture render targets are supported
- bool GetRenderTextureSupport() const;
- /// Return whether deferred rendering is supported
- bool GetDeferredSupport() const { return deferredSupport_; }
- /// Return whether light prepass rendering is supported
- bool GetPrepassSupport() const { return prepassSupport_; }
- /// Return whether Shader Model 3 is supported. Always false on OpenGL
- bool GetSM3Support() const { return false; }
- /// Return whether shadow map depth compare is done in hardware. Always false on OpenGL to avoid the HW suffix in shaders
- bool GetHardwareShadowSupport() const { return false; }
- /// Return whether 24-bit shadow maps are supported. Assume true on OpenGL
- bool GetHiresShadowSupport() const { return true; }
- /// Return whether stream offset is supported. Always false on OpenGL
- bool GetStreamOffsetSupport() const { return false; }
- /// Return supported fullscreen resolutions
- PODVector<IntVector2> GetResolutions() const;
- /// Return supported multisampling levels
- PODVector<int> GetMultiSampleLevels() const;
- /// Return vertex buffer by index
- VertexBuffer* GetVertexBuffer(unsigned index) const;
- /// Return index buffer
- IndexBuffer* GetIndexBuffer() const { return indexBuffer_; }
- /// Return vertex shader
- ShaderVariation* GetVertexShader() const { return vertexShader_; }
- /// Return pixel shader
- ShaderVariation* GetPixelShader() const { return pixelShader_; }
- /// Return shader program
- ShaderProgram* GetShaderProgram() const { return shaderProgram_; }
- /// Return shader parameter index by name
- ShaderParameter GetShaderParameter(const String& name);
- /// Return texture unit index by name
- TextureUnit GetTextureUnit(const String& name);
- /// Return shader parameter name by index
- const String& GetShaderParameterName(ShaderParameter parameter);
- /// Return texture unit name by index
- const String& GetTextureUnitName(TextureUnit unit);
- /// Return texture by texture unit index
- Texture* GetTexture(unsigned index) const;
- /// Return the "view texture"
- Texture* GetViewTexture() const { return viewTexture_; }
- /// Return default texture filtering mode
- TextureFilterMode GetDefaultTextureFilterMode() const { return defaultTextureFilterMode_; }
- /// Return render target by index
- RenderSurface* GetRenderTarget(unsigned index) const;
- /// Return depth stencil buffer
- RenderSurface* GetDepthStencil() const { return depthStencil_; }
- /// Return the viewport coordinates
- IntRect GetViewport() const { return viewport_; }
- /// Return whether alpha testing is enabled
- bool GetAlphaTest() const { return alphaTest_; }
- /// Return alpha test compare mode
- CompareMode GetAlphaTestMode() const { return alphaTestMode_; }
- /// Return texture anisotropy
- unsigned GetTextureAnisotropy() const { return textureAnisotropy_; }
- /// Return alpha test reference value
- float GetAlphaRef() const { return alphaRef_; }
- /// Return blending mode
- BlendMode GetBlendMode() const { return blendMode_; }
- /// Return whether color write is enabled
- bool GetColorWrite() const { return colorWrite_; }
- /// Return hardware culling mode
- CullMode GetCullMode() const { return cullMode_; }
- /// Return depth constant bias
- float GetDepthConstantBias() const { return constantDepthBias_; }
- /// Return depth slope scaled bias
- float GetDepthSlopeScaledBias() const { return slopeScaledDepthBias_; }
- /// Return depth compare mode
- CompareMode GetDepthTest() const { return depthTestMode_; }
- /// Return whether depth write is enabled
- bool GetDepthWrite() const { return depthWrite_; }
- /// Return polygon fill mode
- FillMode GetFillMode() const { return fillMode_; }
- /// Return whether stencil test is enabled
- bool GetStencilTest() const { return stencilTest_; }
- /// Return whether scissor test is enabled
- bool GetScissorTest() const { return scissorTest_; }
- /// Return scissor rectangle coordinates
- const IntRect& GetScissorRect() const { return scissorRect_; }
- /// Return stencil compare mode
- CompareMode GetStencilTestMode() const { return stencilTestMode_; }
- /// Return stencil operation to do if stencil test passes
- StencilOp GetStencilPass() const { return stencilPass_; }
- /// Return stencil operation to do if stencil test fails
- StencilOp GetStencilFail() const { return stencilFail_; }
- /// Return stencil operation to do if depth compare fails
- StencilOp GetStencilZFail() const { return stencilZFail_; }
- /// Return stencil reference value
- unsigned GetStencilRef() const { return stencilRef_; }
- /// Return stencil compare bitmask
- unsigned GetStencilMask() const { return stencilMask_; }
- /// Return stream frequency by vertex buffer index. Always returns 0 on OpenGL
- unsigned GetStreamFrequency(unsigned index) const { return 0; }
- /// Return render target width and height
- IntVector2 GetRenderTargetDimensions() const;
- /// Return diffuse buffer for deferred rendering
- Texture2D* GetDiffBuffer() const { return diffBuffer_; }
- /// Return normal buffer for deferred rendering
- Texture2D* GetNormalBuffer() const { return normalBuffer_; }
- /// Return depth buffer for deferred rendering. If reading hardware depth is supported, return a depth texture
- Texture2D* GetDepthBuffer() const { return depthBuffer_; }
- /// Return screen buffer for post-processing
- Texture2D* GetScreenBuffer(unsigned index) const { return screenBuffers_[index & (NUM_SCREEN_BUFFERS - 1)]; }
-
- /// Add a GPU object to keep track of. Called by GPUObject.
- void AddGPUObject(GPUObject* object);
- /// Remove a GPU object. Called by GPUObject
- void RemoveGPUObject(GPUObject* object);
-
- /// Return the API-specific alpha texture format
- static unsigned GetAlphaFormat();
- /// Return the API-specific luminance texture format
- static unsigned GetLuminanceFormat();
- /// Return the API-specific luminance alpha texture format
- static unsigned GetLuminanceAlphaFormat();
- /// Return the API-specific RGB texture format
- static unsigned GetRGBFormat();
- /// Return the API-specific RGBA texture format
- static unsigned GetRGBAFormat();
- /// Return the API-specific depth texture format. Includes a stencil if possible
- static unsigned GetDepthFormat();
-
- private:
- /// Create the application window. Return true if successful
- bool OpenWindow(int width, int height);
- /// Change to a fullscreen mode. Return true if successful
- bool SetScreenMode(int newWidth, int newHeight);
- /// Restore desktop mode
- void RestoreScreenMode();
- /// Adjust the window for new resolution and fullscreen mode
- void AdjustWindow(int newWidth, int newHeight, bool newFullscreen);
- /// Create deferred rendering render targets
- void CreateRenderTargets();
- /// Reset cached rendering state
- void ResetCachedState();
- /// Set draw buffer(s) on the FBO
- void SetDrawBuffers();
- /// Initialize shader parameter and texture unit mappings
- void InitializeShaderParameters();
- /// Handle operating system window message
- void HandleWindowMessage(StringHash eventType, VariantMap& eventData);
- /// Handle application activation state change
- void HandleActivation(StringHash eventType, VariantMap& eventData);
-
- /// Implementation
- GraphicsImpl* impl_;
- /// Window title
- String windowTitle_;
- /// Rendering mode
- RenderMode mode_;
- /// Window width
- int width_;
- /// Window height
- int height_;
- /// Multisampling mode
- int multiSample_;
- /// Stored window X-position
- int windowPosX_;
- /// Stored window Y-position
- int windowPosY_;
- /// Fullscreen flag
- bool fullscreen_;
- /// Vertical sync flag
- bool vsync_;
- /// Flush GPU command queue flag
- bool flushGPU_;
- /// Fullscreen mode set -flag
- bool fullscreenModeSet_;
- /// In screen mode change -flag
- bool inModeChange_;
- /// Deferred rendering support flag
- bool deferredSupport_;
- /// Light prepass support flag
- bool prepassSupport_;
- /// Number of primitives this frame
- unsigned numPrimitives_;
- /// Number of batches this frame
- unsigned numBatches_;
- /// Immediate rendering primitive type
- PrimitiveType immediateType_;
- /// Immediate vertex buffer start position
- unsigned immediateStartPos_;
- /// Immediate rendering vertex buffer size
- unsigned immediateVertexCount_;
- /// Immediate rendering vertex number
- unsigned immediateCurrentVertex_;
- /// Immediate rendering vertex buffer in use
- VertexBuffer* immediateBuffer_;
- /// Immediate rendering data pointer
- unsigned char* immediateDataPtr_;
- /// GPU objects
- Vector<GPUObject*> gpuObjects_;
- /// Immediate rendering vertex buffers by vertex element mask
- Map<unsigned, SharedPtr<VertexBuffer> > immediateVertexBuffers_;
- /// Immediate rendering vertex buffer start positions
- Map<unsigned, unsigned> immediateVertexBufferPos_;
- /// Deferred rendering diffuse buffer
- SharedPtr<Texture2D> diffBuffer_;
- /// Deferred rendering normal buffer
- SharedPtr<Texture2D> normalBuffer_;
- /// Deferred rendering depth buffer
- SharedPtr<Texture2D> depthBuffer_;
- /// Screen buffers for post processing
- SharedPtr<Texture2D> screenBuffers_[NUM_SCREEN_BUFFERS];
- /// Shadow map depth texture format
- unsigned shadowMapFormat_;
- /// Shadow map 24-bit depth texture format
- unsigned hiresShadowMapFormat_;
- /// Vertex buffers in use
- VertexBuffer* vertexBuffers_[MAX_VERTEX_STREAMS];
- /// Element mask in use
- unsigned elementMasks_[MAX_VERTEX_STREAMS];
- /// Index buffer in use
- IndexBuffer* indexBuffer_;
- /// Vertex shader in use
- ShaderVariation* vertexShader_;
- /// Pixel shader in use
- ShaderVariation* pixelShader_;
- /// Shader program in use
- ShaderProgram* shaderProgram_;
- /// Shader parameter mappings
- Map<String, ShaderParameter> shaderParameters_;
- /// Linked shader programs
- ShaderProgramMap shaderPrograms_;
- /// Last shader parameter sources per parameter
- const void* lastShaderParameterSources_[MAX_SHADER_PARAMETERS];
- /// Textures in use
- Texture* textures_[MAX_TEXTURE_UNITS];
- /// OpenGL texture types in use
- unsigned textureTypes_[MAX_TEXTURE_UNITS];
- /// "View texture" to prevent sampling the destination render target
- Texture* viewTexture_;
- /// Texture unit mappings
- Map<String, TextureUnit> textureUnits_;
- /// Render targets in use
- RenderSurface* renderTargets_[MAX_RENDERTARGETS];
- /// Depth stencil buffer in use
- RenderSurface* depthStencil_;
- /// Viewport coordinates
- IntRect viewport_;
- /// Alpha test enable flag
- bool alphaTest_;
- /// Alpha test compare mode
- CompareMode alphaTestMode_;
- /// Alpha test reference value
- float alphaRef_;
- /// Texture anisotropy level
- unsigned textureAnisotropy_;
- /// Blending mode
- BlendMode blendMode_;
- /// Color write enable
- bool colorWrite_;
- /// Hardware culling mode
- CullMode cullMode_;
- /// Depth constant bias
- float constantDepthBias_;
- /// Depth slope scaled bias
- float slopeScaledDepthBias_;
- /// Depth compare mode
- CompareMode depthTestMode_;
- /// Depth write enable flag
- bool depthWrite_;
- /// Polygon fill mode
- FillMode fillMode_;
- /// Scissor test rectangle
- IntRect scissorRect_;
- /// Scissor test enable flag
- bool scissorTest_;
- /// Stencil test compare mode
- CompareMode stencilTestMode_;
- /// Stencil operation on pass
- StencilOp stencilPass_;
- /// Stencil operation on fail
- StencilOp stencilFail_;
- /// Stencil operation on depth fail
- StencilOp stencilZFail_;
- /// Stencil test enable flag
- bool stencilTest_;
- /// Stencil test reference value
- unsigned stencilRef_;
- /// Stencil compare bitmask
- unsigned stencilMask_;
- /// Default texture filtering mode
- TextureFilterMode defaultTextureFilterMode_;
- /// Map for additional depth textures, to emulate Direct3D9 ability to mix rendertarget and backbuffer rendering
- Map<int, SharedPtr<Texture2D> > depthTextures_;
- };
- /// Register Graphics library objects
- void RegisterGraphicsLibrary(Context* context_);
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