Textures were suprisingly trivial with the plane intersection code hashed out
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@@ -49,12 +49,16 @@ public:
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// Otherwise, it will create the pixel buffer and pass that in as an image, retrieving it each draw
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// Both will create the view matrix, view res buffer
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void create_viewport(int width, int height, float v_fov, float h_fov) override;
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void assign_lights(std::vector<Light> *lights) override;
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void assign_map(Old_Map *map) override;
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void assign_camera(Camera *camera) override;
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void validate() override;
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// TODO: Hoist this to the base class
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void create_texture_atlas(sf::Texture *t, sf::Vector2i tile_dim);
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// draw will abstract the gl sharing and software rendering
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// methods of retrieving the screen buffer
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void compute() override;
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@@ -74,7 +78,7 @@ private:
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int check_cl_khr_gl_sharing();
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int create_image_buffer(std::string buffer_name, cl_uint size, void* data);
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int create_image_buffer(std::string buffer_name, cl_uint size, sf::Texture* texture);
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int create_buffer(std::string buffer_name, cl_uint size, void* data);
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int create_buffer(std::string buffer_name, cl_uint size, void* data, cl_mem_flags flags);
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int store_buffer(cl_mem, std::string buffer_name);
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