2020-06-26 15:17:35 +00:00
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//
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// Renderer_GLES10.cpp
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//
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// OpenGL ES 1.0 rendering functions.
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//
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2019-08-08 20:16:11 +00:00
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#if defined(USE_OPENGLES_10)
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#include "renderers/Renderer.h"
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2019-09-02 19:50:14 +00:00
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#include "math/Transform4x4f.h"
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2019-08-08 20:16:11 +00:00
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#include "Log.h"
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#include "Settings.h"
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2020-07-03 18:23:51 +00:00
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#if defined(__linux__) || defined(_WIN64)
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2020-06-26 16:03:55 +00:00
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#include <SDL2/SDL.h>
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2020-06-26 16:11:24 +00:00
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#include <SDL2/SDL_opengles.h>
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2020-06-26 16:03:55 +00:00
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#else
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#include "SDL.h"
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2020-06-26 16:11:24 +00:00
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#include "SDL_opengles.h"
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2020-06-26 16:03:55 +00:00
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#endif
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2019-08-08 20:16:11 +00:00
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namespace Renderer
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{
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2020-06-26 15:17:35 +00:00
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#if defined(_DEBUG)
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#define GL_CHECK_ERROR(Function) (Function, _GLCheckError(#Function))
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static void _GLCheckError(const char* _funcName)
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{
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const GLenum errorCode = glGetError();
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if (errorCode != GL_NO_ERROR) {
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LOG(LogError) << "OpenGLES error: " << _funcName <<
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" failed with error code: " << errorCode;
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}
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}
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#else
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#define GL_CHECK_ERROR(Function) (Function)
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#endif
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static SDL_GLContext sdlContext = nullptr;
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static GLuint whiteTexture = 0;
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static GLenum convertBlendFactor(const Blend::Factor _blendFactor)
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{
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switch (_blendFactor) {
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case Blend::ZERO: { return GL_ZERO; } break;
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case Blend::ONE: { return GL_ONE; } break;
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case Blend::SRC_COLOR: { return GL_SRC_COLOR; } break;
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case Blend::ONE_MINUS_SRC_COLOR: { return GL_ONE_MINUS_SRC_COLOR; } break;
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case Blend::SRC_ALPHA: { return GL_SRC_ALPHA; } break;
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case Blend::ONE_MINUS_SRC_ALPHA: { return GL_ONE_MINUS_SRC_ALPHA; } break;
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case Blend::DST_COLOR: { return GL_DST_COLOR; } break;
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case Blend::ONE_MINUS_DST_COLOR: { return GL_ONE_MINUS_DST_COLOR; } break;
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case Blend::DST_ALPHA: { return GL_DST_ALPHA; } break;
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case Blend::ONE_MINUS_DST_ALPHA: { return GL_ONE_MINUS_DST_ALPHA; } break;
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default: { return GL_ZERO; }
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}
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}
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static GLenum convertTextureType(const Texture::Type _type)
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{
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switch (_type) {
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case Texture::RGBA: { return GL_RGBA; } break;
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case Texture::ALPHA: { return GL_ALPHA; } break;
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default: { return GL_ZERO; }
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}
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}
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unsigned int convertColor(const unsigned int _color)
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{
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// Convert from rgba to abgr.
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unsigned char r = ((_color & 0xff000000) >> 24) & 255;
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unsigned char g = ((_color & 0x00ff0000) >> 16) & 255;
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unsigned char b = ((_color & 0x0000ff00) >> 8) & 255;
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unsigned char a = ((_color & 0x000000ff) ) & 255;
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return ((a << 24) | (b << 16) | (g << 8) | (r));
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}
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unsigned int getWindowFlags()
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{
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return SDL_WINDOW_OPENGL;
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}
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void setupWindow()
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{
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
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SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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}
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void createContext()
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{
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sdlContext = SDL_GL_CreateContext(getSDLWindow());
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SDL_GL_MakeCurrent(getSDLWindow(), sdlContext);
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std::string vendor = glGetString(GL_VENDOR) ?
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(const char*)glGetString(GL_VENDOR) : "";
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std::string renderer = glGetString(GL_RENDERER) ?
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(const char*)glGetString(GL_RENDERER) : "";
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std::string version = glGetString(GL_VERSION) ?
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(const char*)glGetString(GL_VERSION) : "";
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std::string extensions = glGetString(GL_EXTENSIONS) ?
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(const char*)glGetString(GL_EXTENSIONS) : "";
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LOG(LogInfo) << "GL vendor: " << vendor;
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LOG(LogInfo) << "GL renderer: " << renderer;
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LOG(LogInfo) << "GL version: " << version;
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LOG(LogInfo) << "Checking available OpenGL extensions...";
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std::string glExts = glGetString(GL_EXTENSIONS) ?
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(const char*)glGetString(GL_EXTENSIONS) : "";
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LOG(LogInfo) << "ARB_texture_non_power_of_two: " <<
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(extensions.find("ARB_texture_non_power_of_two") !=
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std::string::npos ? "ok" : "MISSING");
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uint8_t data[4] = {255, 255, 255, 255};
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whiteTexture = createTexture(Texture::RGBA, false, true, 1, 1, data);
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GL_CHECK_ERROR(glClearColor(0.0f, 0.0f, 0.0f, 1.0f));
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GL_CHECK_ERROR(glEnable(GL_TEXTURE_2D));
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GL_CHECK_ERROR(glEnable(GL_BLEND));
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GL_CHECK_ERROR(glPixelStorei(GL_PACK_ALIGNMENT, 1));
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GL_CHECK_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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GL_CHECK_ERROR(glEnableClientState(GL_VERTEX_ARRAY));
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GL_CHECK_ERROR(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
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GL_CHECK_ERROR(glEnableClientState(GL_COLOR_ARRAY));
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}
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void destroyContext()
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{
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SDL_GL_DeleteContext(sdlContext);
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sdlContext = nullptr;
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}
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unsigned int createTexture(
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const Texture::Type _type,
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const bool _linear,
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const bool _repeat,
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const unsigned int _width,
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const unsigned int _height,
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void* _data)
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{
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const GLenum type = convertTextureType(_type);
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unsigned int texture;
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GL_CHECK_ERROR(glGenTextures(1, &texture));
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _repeat ?
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GL_REPEAT : GL_CLAMP_TO_EDGE));
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _repeat ?
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GL_REPEAT : GL_CLAMP_TO_EDGE));
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _linear ?
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GL_LINEAR : GL_NEAREST));
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
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GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, type, _width, _height, 0, type,
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GL_UNSIGNED_BYTE, _data));
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return texture;
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}
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void destroyTexture(const unsigned int _texture)
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{
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GL_CHECK_ERROR(glDeleteTextures(1, &_texture));
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}
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void updateTexture(
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const unsigned int _texture,
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const Texture::Type _type,
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const unsigned int _x,
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const unsigned _y,
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const unsigned int _width,
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const unsigned int _height,
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void* _data)
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{
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const GLenum type = convertTextureType(_type);
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, _texture));
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GL_CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, _x, _y, _width, _height, type,
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GL_UNSIGNED_BYTE, _data));
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
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}
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void bindTexture(const unsigned int _texture)
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{
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if (_texture == 0)
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
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else
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, _texture));
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}
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void drawLines(
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const Vertex* _vertices,
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const unsigned int _numVertices,
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const Blend::Factor _srcBlendFactor,
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const Blend::Factor _dstBlendFactor)
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{
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GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos));
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GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex));
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GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col));
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GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(_srcBlendFactor),
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convertBlendFactor(_dstBlendFactor)));
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GL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, _numVertices));
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}
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void drawTriangleStrips(
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const Vertex* _vertices,
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const unsigned int _numVertices,
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const Blend::Factor _srcBlendFactor,
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const Blend::Factor _dstBlendFactor)
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{
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GL_CHECK_ERROR(glVertexPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos));
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GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex));
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GL_CHECK_ERROR(glColorPointer(4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col));
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GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(_srcBlendFactor),
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convertBlendFactor(_dstBlendFactor)));
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GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, _numVertices));
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}
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void setProjection(const Transform4x4f& _projection)
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{
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GL_CHECK_ERROR(glMatrixMode(GL_PROJECTION));
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GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&_projection));
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}
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void setMatrix(const Transform4x4f& _matrix)
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{
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Transform4x4f matrix = _matrix;
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matrix.round();
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GL_CHECK_ERROR(glMatrixMode(GL_MODELVIEW));
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GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&matrix));
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}
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void setViewport(const Rect& _viewport)
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{
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// glViewport starts at the bottom left of the window.
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GL_CHECK_ERROR(glViewport( _viewport.x, getWindowHeight() -
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_viewport.y - _viewport.h, _viewport.w, _viewport.h));
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}
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void setScissor(const Rect& _scissor)
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{
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if ((_scissor.x == 0) && (_scissor.y == 0) && (_scissor.w == 0) && (_scissor.h == 0)) {
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GL_CHECK_ERROR(glDisable(GL_SCISSOR_TEST));
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}
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else {
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// glScissor starts at the bottom left of the window.
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GL_CHECK_ERROR(glScissor(_scissor.x, getWindowHeight() -
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_scissor.y - _scissor.h, _scissor.w, _scissor.h));
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GL_CHECK_ERROR(glEnable(GL_SCISSOR_TEST));
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}
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}
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void setSwapInterval()
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{
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// vsync.
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if (Settings::getInstance()->getBool("VSync")) {
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// SDL_GL_SetSwapInterval(0) for immediate updates (no vsync, default),
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// 1 for updates synchronized with the vertical retrace,
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// or -1 for late swap tearing.
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// SDL_GL_SetSwapInterval returns 0 on success, -1 on error.
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// if vsync is requested, try normal vsync; if that doesn't work, try late swap tearing
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// if that doesn't work, report an error.
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if (SDL_GL_SetSwapInterval(1) != 0 && SDL_GL_SetSwapInterval(-1) != 0) {
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LOG(LogWarning) << "Tried to enable vsync, but failed! (" << SDL_GetError() << ")";
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}
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}
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else {
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SDL_GL_SetSwapInterval(0);
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}
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}
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void swapBuffers()
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{
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SDL_GL_SwapWindow(getSDLWindow());
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GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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}
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2019-08-08 20:16:11 +00:00
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} // Renderer::
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#endif // USE_OPENGLES_10
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