4coder/platform_mac/mac_4ed_renderer.h

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/* Mac Renderer Abstraction */
#if !defined(FRED_MAC_RENDERER_H)
#define FRED_MAC_RENDERER_H
////////////////////////////////
// TODO(yuval): This should be refactored into a platform independent renderer
struct Mac_Renderer;
#define mac_render_sig(name) void name(Mac_Renderer *renderer, Render_Target *target)
typedef mac_render_sig(mac_render_type);
#define mac_get_texture_sig(name) u32 name(Mac_Renderer *renderer, Vec3_i32 dim, Texture_Kind texture_kind)
typedef mac_get_texture_sig(mac_get_texture_type);
#define mac_fill_texture_sig(name) b32 name(Mac_Renderer *renderer, Texture_Kind texture_kind, u32 texture, Vec3_i32 p, Vec3_i32 dim, void* data)
typedef mac_fill_texture_sig(mac_fill_texture_type);
typedef i32 Mac_Renderer_Kind;
enum{
MacRenderer_OpenGL,
MacRenderer_Metal,
//
MacRenderer_COUNT
};
struct Mac_Renderer{
mac_render_type *render;
mac_get_texture_type *get_texture;
mac_fill_texture_type *fill_texture;
};
////////////////////////////////
// NOTE(yuval): This is the actual platform dependent function that each renderer implementation implements and should be exported into a DLL
#define mac_load_renderer_sig(name) Mac_Renderer* name(NSWindow *window, Render_Target *target)
typedef mac_load_renderer_sig(mac_load_renderer_type);
////////////////////////////////
#endif