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0ad/source/renderer/backend/gl/Device.h
T
vladislavbelov 912202ff0c Uses core GL functions for GLSL shaders.
Tested By: nwtour, Stan
Differential Revision: https://code.wildfiregames.com/D4416
This was SVN commit r26175.
2022-01-06 11:41:04 +00:00

77 lines
1.9 KiB
C++

/* Copyright (C) 2022 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef INCLUDED_RENDERER_BACKEND_GL_DEVICE
#define INCLUDED_RENDERER_BACKEND_GL_DEVICE
#include "scriptinterface/ScriptForward.h"
#include <memory>
#include <string>
#include <vector>
typedef struct SDL_Window SDL_Window;
typedef void* SDL_GLContext;
namespace Renderer
{
namespace Backend
{
namespace GL
{
class CDevice
{
public:
~CDevice();
/**
* Creates the GL device and the GL context for the window if it presents.
*/
static std::unique_ptr<CDevice> Create(SDL_Window* window, const bool arb);
const std::string& GetName() const { return m_Name; }
const std::string& GetVersion() const { return m_Version; }
const std::string& GetDriverInformation() const { return m_DriverInformation; }
const std::vector<std::string>& GetExtensions() const { return m_Extensions; }
void Report(const ScriptRequest& rq, JS::HandleValue settings);
void Present();
private:
CDevice();
SDL_Window* m_Window = nullptr;
SDL_GLContext m_Context = nullptr;
std::string m_Name;
std::string m_Version;
std::string m_DriverInformation;
std::vector<std::string> m_Extensions;
};
} // namespace GL
} // namespace Backend
} // namespace Renderer
#endif // INCLUDED_RENDERER_BACKEND_GL_DEVICE