engine/include/gfx_device.hpp

46 lines
1.2 KiB
C++

#pragma once
#include "engine_api.h"
#include "gfx.hpp"
#include <memory>
struct SDL_Window;
namespace engine {
class ENGINE_API GFXDevice {
public:
GFXDevice(const char* appName, const char* appVersion, SDL_Window* window);
GFXDevice(const GFXDevice&) = delete;
GFXDevice& operator=(const GFXDevice&) = delete;
~GFXDevice();
// adds a vertex buffer draw call to the queue
void drawBuffer(const gfx::Pipeline* pipeline, const gfx::VertexBuffer* vb);
// Call once per frame. Executes all queued draw calls and renders to the screen.
void draw();
// creates the equivalent of an OpenGL shader program & vertex attrib configuration
gfx::Pipeline* createPipeline(const char* vertShaderPath, const char* fragShaderPath, const gfx::VertexFormat& vertexFormat);
void destroyPipeline(const gfx::Pipeline* pipeline);
// creates a vertex array for holding mesh data
gfx::VertexBuffer* createVertexBuffer(uint32_t size, const void* vertices, const void* indices);
void destroyVertexBuffer(const gfx::VertexBuffer* buffer);
// wait until all the active GPU queues have finished working
void waitIdle();
private:
struct Impl;
std::unique_ptr<Impl> pimpl;
};
}