#pragma once #include #include #include #include namespace mln { class ProgramParameters; namespace gl { using ProcAddress = void (*)(); using FramebufferID = uint32_t; class RendererBackend : public gfx::RendererBackend { public: RendererBackend(gfx::ContextMode); RendererBackend(gfx::ContextMode, const TaggedScheduler&); ~RendererBackend() override; /// Called prior to rendering to update the internally assumed OpenGL state. virtual void updateAssumedState() = 0; /// One-time shader initialization void initShaders(gfx::ShaderRegistry&, const ProgramParameters& programParameters) override; protected: std::unique_ptr createContext() override; /// Called with the name of an OpenGL extension that should be loaded. /// RendererBackend implementations must call the API-specific version that /// obtains the function pointer for this function, or a null pointer if /// unsupported/unavailable. virtual ProcAddress getExtensionFunctionPointer(const char*) = 0; /// Reads the color pixel data from the currently bound framebuffer. PremultipliedImage readFramebuffer(const Size&); /// A constant to signal that a framebuffer is bound, but with an unknown ID. static constexpr const FramebufferID ImplicitFramebufferBinding = std::numeric_limits::max(); /// Tells the renderer that OpenGL state has already been set by the windowing toolkit. /// It sets the internal assumed state to the supplied values. void assumeFramebufferBinding(FramebufferID fbo); void assumeViewport(int32_t x, int32_t y, const Size&); void assumeScissorTest(int32_t, int32_t, uint32_t, uint32_t); /// Returns true when assumed framebuffer binding hasn't changed from the implicit binding. bool implicitFramebufferBound(); public: /// Triggers an OpenGL state update if the internal assumed state doesn't /// match the supplied values. void setFramebufferBinding(FramebufferID fbo); void setViewport(int32_t x, int32_t y, const Size&); void setScissorTest(int32_t, int32_t, uint32_t, uint32_t); }; } // namespace gl } // namespace mln