TextureMind Framework – Progress #3 – Graphics context and external libraries

One of the most important component in a framework is a cross-platform loader of dynamic libraries. Without it, you cannot access to the functionality of external dynamic libraries like OpenGL, DirectX or Vulkan, or at least you may have to add extra code for every library on every platform you have to support. In some cases it's better to not statically link a dynamic library and use LoadLibrary() or dlopen() instead. With this component, I don't have to worry how the library is linked and what platform or operating system I'm about to support, the effort of loading and linking an external library is very little. After that, I decided to use this component to dynamically link DevIL and implement a full support of image conversions with this library. I implemented also a full set of classes to handle 2D shapes and 3D objects.

Immagine correlata

Another fundamental component for every 2D or 3D engine is the graphics context. In my framework, a graphics context is an abstraction layer of functionality exposed by the rendering context of a graphics library, like OpenGL or Direct3D. Once I defined a full set of draw commands for drawing 2D shapes and 3D objects, I made a first specialization of this interface using the Cairo library with path rendering for drawing 2D graphics only.