blah/private/blah/internal/graphics_backend.h
2020-12-26 14:44:48 -08:00

60 lines
1.6 KiB
C++

#pragma once
#include <blah/app.h>
#include <blah/graphics/renderpass.h>
#include <blah/graphics/texture.h>
#include <blah/graphics/framebuffer.h>
#include <blah/graphics/shader.h>
#include <blah/graphics/mesh.h>
#include <blah/graphics/material.h>
#include <blah/math/color.h>
namespace Blah
{
// Graphics backend API used for rendering.
// All rendering ends up going through here.
namespace GraphicsBackend
{
// Initializes the graphics backend
bool init();
// Shuts down the graphics backend
void shutdown();
// Returns info about the renderer
const RendererFeatures& features();
// Returns the renderer type
Renderer renderer();
// Called once per frame
void frame();
// Called before rendering begins
void before_render();
// Called after renderings ends
void after_render();
// Performs a draw call
void render(const RenderPass& pass);
// Clears the backbuffer
void clear_backbuffer(Color color);
// Creates a new Texture.
// if the Texture is invalid, this should return an empty reference.
TextureRef create_texture(int width, int height, TextureFilter filter, TextureWrap wrap_x, TextureWrap wrap_y, TextureFormat format);
// Creates a new FrameBuffer.
// if the FrameBuffer is invalid, this should return an empty reference.
FrameBufferRef create_framebuffer(int width, int height, const TextureFormat* attachments, int attachmentCount);
// Creates a new Shader.
// if the Shader is invalid, this should return an empty reference.
ShaderRef create_shader(const ShaderData* data);
// Creates a new Mesh.
// if the Mesh is invalid, this should return an empty reference.
MeshRef create_mesh();
}
}