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#ifndef INCLUDED_CANVAS_ISURFACEPROXYMANAGER_HXX
#define INCLUDED_CANVAS_ISURFACEPROXYMANAGER_HXX
#include <canvas/rendering/irendermodule.hxx>
#include <canvas/rendering/icolorbuffer.hxx>
#include <boost/shared_ptr.hpp>
namespace canvas
{
struct ISurfaceProxy;
/** Manager interface, which handles surface proxy objects.
Typically, each canvas instantiation has one
SurfaceProxyManager object, to handle their surfaces. Surfaces
itself are opaque objects, which encapsulate a framebuffer to
render upon, plus an optional (possibly accelerated) texture.
*/
struct ISurfaceProxyManager
{
virtual ~ISurfaceProxyManager() {}
/** Create a surface proxy for a color buffer.
The whole idea is build around the concept that you create
some arbitrary buffer which contains the image data and
tell the texture manager about it. From there on you can
draw into this image using any kind of graphics api you
want. In the technical sense we allocate some space in
local videomemory or AGP memory which will be filled on
demand, which means if there exists any rendering
operation that needs to read from this memory location.
This method creates a logical hardware surface object
which uses the given color buffer as the image source.
Internally this texture may even be distributed to several
real hardware surfaces.
*/
virtual ::boost::shared_ptr< ISurfaceProxy > createSurfaceProxy(
const IColorBufferSharedPtr& pBuffer ) const = 0;
};
typedef ::boost::shared_ptr< ISurfaceProxyManager > ISurfaceProxyManagerSharedPtr;
/** Create a surface proxy for the given render module.
*/
ISurfaceProxyManagerSharedPtr createSurfaceProxyManager( const IRenderModuleSharedPtr& rRenderModule );
}
#endif /* INCLUDED_CANVAS_ISURFACEPROXYMANAGER_HXX */