Textures were suprisingly trivial with the plane intersection code hashed out

This commit is contained in:
MitchellHansen
2017-01-21 00:12:19 -08:00
parent ccdcb382fd
commit 1627fe4572
8 changed files with 84 additions and 32 deletions

View File

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