/**************************************************************************** Copyright (c) 2018-2019 Xiamen Yaji Software Co., Ltd. https://axmolengine.github.io/ 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. ****************************************************************************/ #include "../Device.h" #include "platform/CCGL.h" NS_AX_BACKEND_BEGIN /** * @addtogroup _opengl * @{ */ /** * Use to create resoureces. */ class DeviceGL : public Device { public: DeviceGL(); ~DeviceGL(); GLint getDefaultFBO() const; /** * New a CommandBuffer object, not auto released. * @return A CommandBuffer object. */ virtual CommandBuffer* newCommandBuffer() override; /** * New a Buffer object, not auto released. * @param size Specifies the size in bytes of the buffer object's new data store. * @param type Specifies the target buffer object. The symbolic constant must be BufferType::VERTEX or * BufferType::INDEX. * @param usage Specifies the expected usage pattern of the data store. The symbolic constant must be * BufferUsage::STATIC, BufferUsage::DYNAMIC. * @return A Buffer object. */ virtual Buffer* newBuffer(std::size_t size, BufferType type, BufferUsage usage) override; /** * New a TextureBackend object, not auto released. * @param descriptor Specifies texture description. * @return A TextureBackend object. */ virtual TextureBackend* newTexture(const TextureDescriptor& descriptor) override; RenderTarget* newDefaultRenderTarget(TargetBufferFlags rtf) override; RenderTarget* newRenderTarget(TargetBufferFlags rtf, TextureBackend* colorAttachment, TextureBackend* depthAttachment, TextureBackend* stencilAttachhment) override; virtual DepthStencilState* newDepthStencilState() override; /** * New a RenderPipeline object, not auto released. * @param descriptor Specifies render pipeline description. * @return A RenderPipeline object. */ virtual RenderPipeline* newRenderPipeline() override; /** * Design for metal. */ virtual void setFrameBufferOnly(bool frameBufferOnly) override {} /** * New a Program, not auto released. * @param vertexShader Specifes this is a vertex shader source. * @param fragmentShader Specifes this is a fragment shader source. * @return A Program instance. */ virtual Program* newProgram(std::string_view vertexShader, std::string_view fragmentShader) override; protected: /** * New a shaderModule, not auto released. * @param stage Specifies whether is vertex shader or fragment shader. * @param source Specifies shader source. * @return A ShaderModule object. */ virtual ShaderModule* newShaderModule(ShaderStage stage, std::string_view source) override; GLint _defaultFBO = 0; // The value gets from glGetIntegerv, so need to use GLint }; // end of _opengl group /// @} NS_AX_BACKEND_END