missing opengl backend from last commit

This commit is contained in:
Noel Berry 2021-05-09 17:23:19 -07:00
parent e615b9d7e4
commit 81e2de3553

View File

@ -2,7 +2,7 @@
#include "../internal/graphics_backend.h"
#include "../internal/platform_backend.h"
#include <blah/core/common.h>
#include <blah/common.h>
#include <stdio.h>
#include <string.h>
#include <stddef.h>
@ -668,17 +668,17 @@ namespace Blah
};
class OpenGL_FrameBuffer : public FrameBuffer
class OpenGL_Target : public Target
{
private:
GLuint m_id;
int m_width;
int m_height;
StackVector<TextureRef, Attachments::MaxCapacity> m_attachments;
StackVector<TextureRef, Attachments::capacity> m_attachments;
public:
OpenGL_FrameBuffer(int width, int height, const TextureFormat* attachments, int attachmentCount)
OpenGL_Target(int width, int height, const TextureFormat* attachments, int attachmentCount)
{
gl.GenFramebuffers(1, &m_id);
m_width = width;
@ -705,7 +705,7 @@ namespace Blah
}
}
~OpenGL_FrameBuffer()
~OpenGL_Target()
{
if (m_id > 0)
{
@ -719,12 +719,12 @@ namespace Blah
return m_id;
}
virtual Attachments& attachments() override
virtual Attachments& textures() override
{
return m_attachments;
}
virtual const Attachments& attachments() const override
virtual const Attachments& textures() const override
{
return m_attachments;
}
@ -1176,17 +1176,17 @@ namespace Blah
return TextureRef(resource);
}
FrameBufferRef GraphicsBackend::create_framebuffer(int width, int height, const TextureFormat* attachments, int attachmentCount)
TargetRef GraphicsBackend::create_target(int width, int height, const TextureFormat* attachments, int attachmentCount)
{
auto resource = new OpenGL_FrameBuffer(width, height, attachments, attachmentCount);
auto resource = new OpenGL_Target(width, height, attachments, attachmentCount);
if (resource->gl_id() <= 0)
{
delete resource;
return FrameBufferRef();
return TargetRef();
}
return FrameBufferRef(resource);
return TargetRef(resource);
}
ShaderRef GraphicsBackend::create_shader(const ShaderData* data)
@ -1227,7 +1227,7 @@ namespace Blah
}
else if (pass.target)
{
auto framebuffer = (OpenGL_FrameBuffer*)pass.target.get();
auto framebuffer = (OpenGL_Target*)pass.target.get();
gl.BindFramebuffer(GL_FRAMEBUFFER, framebuffer->gl_id());
size.x = pass.target->width();
size.y = pass.target->height();