|
Diligent Engine API Reference
|
Implementation of Diligent Engine API using OpenGL/GLES
The following code snippet shows how to initialize diligent engine in OpenGL/GLES mode.
Alternatively, the engine can be initialized by attaching to existing OpenGL context (see below).
Diligent Engine exposes methods to access internal OpenGL/GLES objects, is able to create diligent engine buffers and textures from existing GL buffer and texture handles, and can be initialized by attaching to existing GL context.
Below are some of the methods that provide access to internal D3D11 objects:
| Function | Description |
|---|---|
GLuint IBufferGL::GetGLBufferHandle() | returns GL buffer handle |
bool IDeviceContextGL::UpdateCurrentGLContext() | attaches to the active GL context in the thread. Returns false if there is no active context, and true otherwise. If an application uses multiple GL contexts, this method must be called before any other command to let the engine update the active context. |
GLuint ITextureGL::GetGLTextureHandle() | returns GL texture handle |
GLenum ITextureGL::GetBindTarget() | returns GL texture bind target |
void IRenderDeviceGL::CreateTextureFromGLHandle(Uint32 GLHandle, const TextureDesc &TexDesc, ITexture **ppTexture) - creates a diligent engine texture from OpenGL handle. The method takes OpenGL handle GLHandle, texture description TexDesc, and writes the pointer to the created texture object at the memory address pointed to by ppTexture. The engine can automatically set texture width, height, depth, mip levels count, and format, but the remaining field of TexDesc structure must be populated by the application. Note that diligent engine texture object does not take ownership of the GL resource, and the application must not destroy it while it is in use by the engine.void IRenderDeviceGL::CreateBufferFromGLHandle(Uint32 GLHandle, const BufferDesc &BuffDesc, IBuffer **ppBuffer) - creates a diligent engine buffer from OpenGL handle. The method takes OpenGL handle GLHandle, buffer description BuffDesc, and writes the pointer to the created buffer object at the memory address pointed to by ppBuffer. The engine can automatically set the buffer size, but the rest of the fields need to be set by the client. Note that diligent engine buffer object does not take ownership of the GL resource, and the application must not destroy it while it is in use by the engine.The code snippet below shows how diligent engine can be attached to existing GL context
For more information about interoperability with OpenGL, please visit Diligent Engine web site
Interoperability with OpenGL/GLES
IDeviceContextGL::UpdateCurrentGLContext() sets the active GL context in the threadReworked the API to follow D3D12 style
Initial release
Copyright 2015-2018 Egor Yusov