#pragma once #include "FrameBuffer.h" #include #include #include #include class Renderer { public: Renderer(); virtual ~Renderer(); // Initialize OpenGL resources // @return true if successful virtual bool InitializeGLProgram() = 0; bool SetupGraphics(FrameBuffer* buffer); bool SetupGraphics(int x, int y, int width, int height); bool Clear(float r, float g, float b, float a); int GetTextureName(); void SetInputTextureName(GLuint textureName); void SetInputTextureDimensions(int width, int height); void SetInputTextureType(GLenum textureType); void InitializeGLContext(); protected: GLuint loadShader(GLenum shaderType, const char* pSource); GLuint createProgram(const char*, const char* ); int SurfaceWidth() const { return mSurfaceWidth; } int SurfaceHeight() const { return mSurfaceHeight; } // Source code for shaders. virtual const char* VertexShaderSource() const = 0; virtual const char* FragmentShaderSource() const = 0; // Redefine this to use special texture types such as // GL_TEXTURE_EXTERNAL_OES. GLenum InputTextureType() const { return mInputTextureType; } GLuint mGlProgram; GLuint mInputTextureName; GLenum mInputTextureType; int mInputTextureWidth; int mInputTextureHeight; // Attribute locations GLint mScalingtransLoc; GLint maPositionHandle; GLint maTextureHandle; int mSurfaceWidth; // Width of target surface. int mSurfaceHeight; // Height of target surface. int mSurfaceXOffset; // X Offset target surface. int mSurfaceYOffset; // Y Offset of target surface. FrameBuffer *mFrameBuffer; };