File: graphics_factory_gl2.h

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#ifndef _SHARED_GRAPHICS_GL_GRAPHICSFACTORYGL2_H_
#define _SHARED_GRAPHICS_GL_GRAPHICSFACTORYGL2_H_

#include "texture_manager.h"
#include "model_manager.h"
#include "particle_manager.h"
#include "font_manager.h"
#include "graphics_factory.h"
#include "text_renderer_gl.h"
#include "model_renderer_gl.h"
#include "particle_renderer_gl.h"
#include "context_gl.h"
#include "model_gl.h"
#include "texture_gl.h"
#include "font_gl.h"
#include "shader_gl.h"

namespace Shared{ namespace Graphics{ namespace Gl{

// =====================================================
//	class GraphicsFactoryGl
// =====================================================

class GraphicsFactoryGl: public GraphicsFactory{
public:
	//context
	virtual Context *newContext()					{return new ContextGl();}

	//textures
	virtual TextureManager *newTextureManager()		{return new TextureManager();}
	virtual Texture1D *newTexture1D()				{return new Texture1DGl();}
	virtual Texture2D *newTexture2D()				{return new Texture2DGl();}
	virtual Texture3D *newTexture3D()				{return new Texture3DGl();}
	virtual TextureCube *newTextureCube()			{return new TextureCubeGl();}
	
	//models
	virtual ModelManager *newModelManager()			{return new ModelManager();}
	virtual ModelRenderer *newModelRenderer()		{return new ModelRendererGl();}
	virtual Model *newModel()						{return new ModelGl();}

	//text
	virtual FontManager *newFontManager()			{return new FontManager();}
	virtual TextRenderer2D *newTextRenderer2D()		{return new TextRenderer2DGl();}
	virtual TextRenderer3D *newTextRenderer3D()		{return new TextRenderer3DGl();}
	virtual Font2D *newFont2D()						{return new Font2DGl();}
	virtual Font3D *newFont3D()						{return new Font3DGl();}

	//particles
	virtual ParticleManager *newParticleManager()	{return new ParticleManager();}
	virtual ParticleRenderer *newParticleRenderer()	{return new ParticleRendererGl();}

	//shaders
	virtual Shadermanager *newShadermanager()		{return new ShaderManager();}
	virtual ShaderProgram *newShaderProgram()		{return new ShaderProgramGl();}
	virtual VertexShader *newVertexShader()			{return new VertexShaderGl();}
	virtual FragmentShader *newFragmentShader()		{return new FragmentShaderGl();}
};

}}}//end namespace

#endif