Files
maszyna/renderer.h

73 lines
3.6 KiB
C++

/*
This Source Code Form is subject to the
terms of the Mozilla Public License, v.
2.0. If a copy of the MPL was not
distributed with this file, You can
obtain one at
http://mozilla.org/MPL/2.0/.
*/
#pragma once
#include "geometrybank.h"
#include "material.h"
struct lighting_data;
class gfx_renderer {
public:
// types
// constructors
// destructor
virtual ~gfx_renderer() {}
// methods
virtual auto Init( GLFWwindow *Window ) -> bool = 0;
// main draw call. returns false on error
virtual auto Render() -> bool = 0;
virtual auto Framerate() -> float = 0;
// geometry methods
// NOTE: hands-on geometry management is exposed as a temporary measure; ultimately all visualization data should be generated/handled automatically by the renderer itself
// creates a new geometry bank. returns: handle to the bank or NULL
virtual auto Create_Bank() -> gfx::geometrybank_handle = 0;
// creates a new geometry chunk of specified type from supplied vertex data, in specified bank. returns: handle to the chunk or NULL
virtual auto Insert( gfx::vertex_array &Vertices, gfx::geometrybank_handle const &Geometry, int const Type ) -> gfx::geometry_handle = 0;
// replaces data of specified chunk with the supplied vertex data, starting from specified offset
virtual auto Replace( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type, std::size_t const Offset = 0 ) -> bool = 0;
// adds supplied vertex data at the end of specified chunk
virtual auto Append( gfx::vertex_array &Vertices, gfx::geometry_handle const &Geometry, int const Type ) -> bool = 0;
// provides direct access to vertex data of specfied chunk
virtual auto Vertices( gfx::geometry_handle const &Geometry ) const ->gfx::vertex_array const & = 0;
// material methods
virtual auto Fetch_Material( std::string const &Filename, bool const Loadnow = true ) -> material_handle = 0;
virtual void Bind_Material( material_handle const Material, TSubModel const *sm = nullptr, lighting_data const *lighting = nullptr ) = 0;
virtual auto Material( material_handle const Material ) const -> opengl_material const & = 0;
// shader methods
virtual auto Fetch_Shader( std::string const &name ) -> std::shared_ptr<gl::program> = 0;
// texture methods
virtual auto Fetch_Texture( std::string const &Filename, bool const Loadnow = true, GLint format_hint = GL_SRGB_ALPHA ) -> texture_handle = 0;
virtual void Bind_Texture( texture_handle const Texture ) = 0;
virtual void Bind_Texture( std::size_t const Unit, texture_handle const Texture ) = 0;
virtual auto Texture( texture_handle const Texture ) -> opengl_texture & = 0;
virtual auto Texture( texture_handle const Texture ) const -> opengl_texture const & = 0;
// utility methods
virtual void Pick_Control_Callback( std::function<void( TSubModel const * )> Callback ) = 0;
virtual void Pick_Node_Callback( std::function<void( scene::basic_node * )> Callback ) = 0;
virtual auto Pick_Control() const -> TSubModel const * = 0;
virtual auto Pick_Node() const -> scene::basic_node const * = 0;
virtual auto Mouse_Position() const -> glm::dvec3 = 0;
// maintenance methods
virtual void Update( double const Deltatime ) = 0;
virtual void Update_Pick_Control() = 0;
virtual void Update_Pick_Node() = 0;
virtual auto Update_Mouse_Position() -> glm::dvec3 = 0;
// debug methods
virtual auto info_times() const -> std::string const & = 0;
virtual auto info_stats() const -> std::string const & = 0;
};
extern std::unique_ptr<gfx_renderer> GfxRenderer;
//---------------------------------------------------------------------------