Merge pull request #626 from tomaz82/renderer_cleanup

Prepare for GLES 2.0
This commit is contained in:
Tomas Jakobsson 2020-01-05 17:07:48 +01:00 committed by GitHub
commit 6ef36049cb
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GPG key ID: 4AEE18F83AFDEB23
2 changed files with 165 additions and 141 deletions

View file

@ -10,7 +10,23 @@
namespace Renderer namespace Renderer
{ {
static SDL_GLContext sdlContext = nullptr;
#if defined(_DEBUG)
#define GL_CHECK_ERROR(Function) (Function, _GLCheckError(#Function))
static void _GLCheckError(const char* _funcName)
{
const GLenum errorCode = glGetError();
if(errorCode != GL_NO_ERROR)
LOG(LogError) << "OpenGLES error: " << _funcName << " failed with error code: " << errorCode;
}
#else
#define GL_CHECK_ERROR(Function) (Function)
#endif
static SDL_GLContext sdlContext = nullptr;
static GLuint whiteTexture = 0;
static GLenum convertBlendFactor(const Blend::Factor _blendFactor) static GLenum convertBlendFactor(const Blend::Factor _blendFactor)
{ {
@ -62,14 +78,16 @@ namespace Renderer
void setupWindow() void setupWindow()
{ {
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_CORE);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
} // setupWindow } // setupWindow
@ -78,11 +96,29 @@ namespace Renderer
sdlContext = SDL_GL_CreateContext(getSDLWindow()); sdlContext = SDL_GL_CreateContext(getSDLWindow());
SDL_GL_MakeCurrent(getSDLWindow(), sdlContext); SDL_GL_MakeCurrent(getSDLWindow(), sdlContext);
glClearColor(0.5f, 0.5f, 0.5f, 0.0f); std::string vendor = glGetString(GL_VENDOR) ? (const char*)glGetString(GL_VENDOR) : "";
std::string renderer = glGetString(GL_RENDERER) ? (const char*)glGetString(GL_RENDERER) : "";
std::string version = glGetString(GL_VERSION) ? (const char*)glGetString(GL_VERSION) : "";
std::string extensions = glGetString(GL_EXTENSIONS) ? (const char*)glGetString(GL_EXTENSIONS) : "";
std::string glExts = (const char*)glGetString(GL_EXTENSIONS); LOG(LogInfo) << "GL vendor: " << vendor;
LOG(LogInfo) << "GL renderer: " << renderer;
LOG(LogInfo) << "GL version: " << version;
LOG(LogInfo) << "Checking available OpenGL extensions..."; LOG(LogInfo) << "Checking available OpenGL extensions...";
LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (glExts.find("ARB_texture_non_power_of_two") != std::string::npos ? "ok" : "MISSING"); std::string glExts = glGetString(GL_EXTENSIONS) ? (const char*)glGetString(GL_EXTENSIONS) : "";
LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (extensions.find("ARB_texture_non_power_of_two") != std::string::npos ? "ok" : "MISSING");
uint8_t data[4] = {255, 255, 255, 255};
whiteTexture = createTexture(Texture::RGBA, false, true, 1, 1, data);
GL_CHECK_ERROR(glClearColor(1.0f, 1.0f, 1.0f, 1.0f));
GL_CHECK_ERROR(glEnable(GL_TEXTURE_2D));
GL_CHECK_ERROR(glEnable(GL_BLEND));
GL_CHECK_ERROR(glPixelStorei(GL_PACK_ALIGNMENT, 1));
GL_CHECK_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
GL_CHECK_ERROR(glEnableClientState(GL_VERTEX_ARRAY));
GL_CHECK_ERROR(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
GL_CHECK_ERROR(glEnableClientState(GL_COLOR_ARRAY));
} // createContext } // createContext
@ -98,19 +134,16 @@ namespace Renderer
const GLenum type = convertTextureType(_type); const GLenum type = convertTextureType(_type);
unsigned int texture; unsigned int texture;
glGenTextures(1, &texture); GL_CHECK_ERROR(glGenTextures(1, &texture));
bindTexture(texture); GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _linear ? GL_LINEAR : GL_NEAREST); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _linear ? GL_LINEAR : GL_NEAREST));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
glPixelStorei(GL_PACK_ALIGNMENT, 1); GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, type, _width, _height, 0, type, GL_UNSIGNED_BYTE, _data));
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, type, _width, _height, 0, type, GL_UNSIGNED_BYTE, _data);
return texture; return texture;
@ -118,77 +151,55 @@ namespace Renderer
void destroyTexture(const unsigned int _texture) void destroyTexture(const unsigned int _texture)
{ {
glDeleteTextures(1, &_texture); GL_CHECK_ERROR(glDeleteTextures(1, &_texture));
} // destroyTexture } // destroyTexture
void updateTexture(const unsigned int _texture, const Texture::Type _type, const unsigned int _x, const unsigned _y, const unsigned int _width, const unsigned int _height, void* _data) void updateTexture(const unsigned int _texture, const Texture::Type _type, const unsigned int _x, const unsigned _y, const unsigned int _width, const unsigned int _height, void* _data)
{ {
bindTexture(_texture); const GLenum type = convertTextureType(_type);
glTexSubImage2D(GL_TEXTURE_2D, 0, _x, _y, _width, _height, convertTextureType(_type), GL_UNSIGNED_BYTE, _data);
bindTexture(0); GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, _texture));
GL_CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, _x, _y, _width, _height, type, GL_UNSIGNED_BYTE, _data));
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
} // updateTexture } // updateTexture
void bindTexture(const unsigned int _texture) void bindTexture(const unsigned int _texture)
{ {
glBindTexture(GL_TEXTURE_2D, _texture); if(_texture == 0) GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
else GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, _texture));
if(_texture == 0) glDisable(GL_TEXTURE_2D);
else glEnable(GL_TEXTURE_2D);
} // bindTexture } // bindTexture
void drawLines(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor) void drawLines(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor)
{ {
glEnable(GL_BLEND); GL_CHECK_ERROR(glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos));
glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor)); GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex));
GL_CHECK_ERROR(glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col));
glEnableClientState(GL_VERTEX_ARRAY); GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor)));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos); GL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, _numVertices));
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex);
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col);
glDrawArrays(GL_LINES, 0, _numVertices);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
} // drawLines } // drawLines
void drawTriangleStrips(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor) void drawTriangleStrips(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor)
{ {
glEnable(GL_BLEND); GL_CHECK_ERROR(glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos));
glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor)); GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex));
GL_CHECK_ERROR(glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col));
glEnableClientState(GL_VERTEX_ARRAY); GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor)));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos); GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, _numVertices));
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex);
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col);
glDrawArrays(GL_TRIANGLE_STRIP, 0, _numVertices);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
} // drawTriangleStrips } // drawTriangleStrips
void setProjection(const Transform4x4f& _projection) void setProjection(const Transform4x4f& _projection)
{ {
glMatrixMode(GL_PROJECTION); GL_CHECK_ERROR(glMatrixMode(GL_PROJECTION));
glLoadMatrixf((GLfloat*)&_projection); GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&_projection));
} // setProjection } // setProjection
@ -196,15 +207,16 @@ namespace Renderer
{ {
Transform4x4f matrix = _matrix; Transform4x4f matrix = _matrix;
matrix.round(); matrix.round();
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((GLfloat*)&matrix); GL_CHECK_ERROR(glMatrixMode(GL_MODELVIEW));
GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&matrix));
} // setMatrix } // setMatrix
void setViewport(const Rect& _viewport) void setViewport(const Rect& _viewport)
{ {
// glViewport starts at the bottom left of the window // glViewport starts at the bottom left of the window
glViewport( _viewport.x, getWindowHeight() - _viewport.y - _viewport.h, _viewport.w, _viewport.h); GL_CHECK_ERROR(glViewport( _viewport.x, getWindowHeight() - _viewport.y - _viewport.h, _viewport.w, _viewport.h));
} // setViewport } // setViewport
@ -212,13 +224,13 @@ namespace Renderer
{ {
if((_scissor.x == 0) && (_scissor.y == 0) && (_scissor.w == 0) && (_scissor.h == 0)) if((_scissor.x == 0) && (_scissor.y == 0) && (_scissor.w == 0) && (_scissor.h == 0))
{ {
glDisable(GL_SCISSOR_TEST); GL_CHECK_ERROR(glDisable(GL_SCISSOR_TEST));
} }
else else
{ {
// glScissor starts at the bottom left of the window // glScissor starts at the bottom left of the window
glScissor(_scissor.x, getWindowHeight() - _scissor.y - _scissor.h, _scissor.w, _scissor.h); GL_CHECK_ERROR(glScissor(_scissor.x, getWindowHeight() - _scissor.y - _scissor.h, _scissor.w, _scissor.h));
glEnable(GL_SCISSOR_TEST); GL_CHECK_ERROR(glEnable(GL_SCISSOR_TEST));
} }
} // setScissor } // setScissor
@ -245,7 +257,7 @@ namespace Renderer
void swapBuffers() void swapBuffers()
{ {
SDL_GL_SwapWindow(getSDLWindow()); SDL_GL_SwapWindow(getSDLWindow());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
} // swapBuffers } // swapBuffers

View file

@ -5,12 +5,28 @@
#include "Log.h" #include "Log.h"
#include "Settings.h" #include "Settings.h"
#include <GLES/gl.h> #include <SDL_opengles.h>
#include <SDL.h> #include <SDL.h>
namespace Renderer namespace Renderer
{ {
static SDL_GLContext sdlContext = nullptr;
#if defined(_DEBUG)
#define GL_CHECK_ERROR(Function) (Function, _GLCheckError(#Function))
static void _GLCheckError(const char* _funcName)
{
const GLenum errorCode = glGetError();
if(errorCode != GL_NO_ERROR)
LOG(LogError) << "OpenGLES error: " << _funcName << " failed with error code: " << errorCode;
}
#else
#define GL_CHECK_ERROR(Function) (Function)
#endif
static SDL_GLContext sdlContext = nullptr;
static GLuint whiteTexture = 0;
static GLenum convertBlendFactor(const Blend::Factor _blendFactor) static GLenum convertBlendFactor(const Blend::Factor _blendFactor)
{ {
@ -62,14 +78,16 @@ namespace Renderer
void setupWindow() void setupWindow()
{ {
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8); SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 0); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 0);
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 24);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
} // setupWindow } // setupWindow
@ -78,11 +96,29 @@ namespace Renderer
sdlContext = SDL_GL_CreateContext(getSDLWindow()); sdlContext = SDL_GL_CreateContext(getSDLWindow());
SDL_GL_MakeCurrent(getSDLWindow(), sdlContext); SDL_GL_MakeCurrent(getSDLWindow(), sdlContext);
glClearColor(0.5f, 0.5f, 0.5f, 0.0f); std::string vendor = glGetString(GL_VENDOR) ? (const char*)glGetString(GL_VENDOR) : "";
std::string renderer = glGetString(GL_RENDERER) ? (const char*)glGetString(GL_RENDERER) : "";
std::string version = glGetString(GL_VERSION) ? (const char*)glGetString(GL_VERSION) : "";
std::string extensions = glGetString(GL_EXTENSIONS) ? (const char*)glGetString(GL_EXTENSIONS) : "";
std::string glExts = (const char*)glGetString(GL_EXTENSIONS); LOG(LogInfo) << "GL vendor: " << vendor;
LOG(LogInfo) << "GL renderer: " << renderer;
LOG(LogInfo) << "GL version: " << version;
LOG(LogInfo) << "Checking available OpenGL extensions..."; LOG(LogInfo) << "Checking available OpenGL extensions...";
LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (glExts.find("ARB_texture_non_power_of_two") != std::string::npos ? "ok" : "MISSING"); std::string glExts = glGetString(GL_EXTENSIONS) ? (const char*)glGetString(GL_EXTENSIONS) : "";
LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (extensions.find("ARB_texture_non_power_of_two") != std::string::npos ? "ok" : "MISSING");
uint8_t data[4] = {255, 255, 255, 255};
whiteTexture = createTexture(Texture::RGBA, false, true, 1, 1, data);
GL_CHECK_ERROR(glClearColor(1.0f, 1.0f, 1.0f, 1.0f));
GL_CHECK_ERROR(glEnable(GL_TEXTURE_2D));
GL_CHECK_ERROR(glEnable(GL_BLEND));
GL_CHECK_ERROR(glPixelStorei(GL_PACK_ALIGNMENT, 1));
GL_CHECK_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
GL_CHECK_ERROR(glEnableClientState(GL_VERTEX_ARRAY));
GL_CHECK_ERROR(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
GL_CHECK_ERROR(glEnableClientState(GL_COLOR_ARRAY));
} // createContext } // createContext
@ -98,19 +134,16 @@ namespace Renderer
const GLenum type = convertTextureType(_type); const GLenum type = convertTextureType(_type);
unsigned int texture; unsigned int texture;
glGenTextures(1, &texture); GL_CHECK_ERROR(glGenTextures(1, &texture));
bindTexture(texture); GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _linear ? GL_LINEAR : GL_NEAREST); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _linear ? GL_LINEAR : GL_NEAREST));
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST));
glPixelStorei(GL_PACK_ALIGNMENT, 1); GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, type, _width, _height, 0, type, GL_UNSIGNED_BYTE, _data));
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, type, _width, _height, 0, type, GL_UNSIGNED_BYTE, _data);
return texture; return texture;
@ -118,77 +151,55 @@ namespace Renderer
void destroyTexture(const unsigned int _texture) void destroyTexture(const unsigned int _texture)
{ {
glDeleteTextures(1, &_texture); GL_CHECK_ERROR(glDeleteTextures(1, &_texture));
} // destroyTexture } // destroyTexture
void updateTexture(const unsigned int _texture, const Texture::Type _type, const unsigned int _x, const unsigned _y, const unsigned int _width, const unsigned int _height, void* _data) void updateTexture(const unsigned int _texture, const Texture::Type _type, const unsigned int _x, const unsigned _y, const unsigned int _width, const unsigned int _height, void* _data)
{ {
bindTexture(_texture); const GLenum type = convertTextureType(_type);
glTexSubImage2D(GL_TEXTURE_2D, 0, _x, _y, _width, _height, convertTextureType(_type), GL_UNSIGNED_BYTE, _data);
bindTexture(0); GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, _texture));
GL_CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, _x, _y, _width, _height, type, GL_UNSIGNED_BYTE, _data));
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
} // updateTexture } // updateTexture
void bindTexture(const unsigned int _texture) void bindTexture(const unsigned int _texture)
{ {
glBindTexture(GL_TEXTURE_2D, _texture); if(_texture == 0) GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
else GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, _texture));
if(_texture == 0) glDisable(GL_TEXTURE_2D);
else glEnable(GL_TEXTURE_2D);
} // bindTexture } // bindTexture
void drawLines(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor) void drawLines(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor)
{ {
glEnable(GL_BLEND); GL_CHECK_ERROR(glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos));
glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor)); GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex));
GL_CHECK_ERROR(glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col));
glEnableClientState(GL_VERTEX_ARRAY); GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor)));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos); GL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, _numVertices));
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex);
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col);
glDrawArrays(GL_LINES, 0, _numVertices);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
} // drawLines } // drawLines
void drawTriangleStrips(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor) void drawTriangleStrips(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor)
{ {
glEnable(GL_BLEND); GL_CHECK_ERROR(glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos));
glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor)); GL_CHECK_ERROR(glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex));
GL_CHECK_ERROR(glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col));
glEnableClientState(GL_VERTEX_ARRAY); GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor)));
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos); GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, _numVertices));
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex);
glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col);
glDrawArrays(GL_TRIANGLE_STRIP, 0, _numVertices);
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glDisable(GL_BLEND);
} // drawTriangleStrips } // drawTriangleStrips
void setProjection(const Transform4x4f& _projection) void setProjection(const Transform4x4f& _projection)
{ {
glMatrixMode(GL_PROJECTION); GL_CHECK_ERROR(glMatrixMode(GL_PROJECTION));
glLoadMatrixf((GLfloat*)&_projection); GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&_projection));
} // setProjection } // setProjection
@ -196,15 +207,16 @@ namespace Renderer
{ {
Transform4x4f matrix = _matrix; Transform4x4f matrix = _matrix;
matrix.round(); matrix.round();
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf((GLfloat*)&matrix); GL_CHECK_ERROR(glMatrixMode(GL_MODELVIEW));
GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&matrix));
} // setMatrix } // setMatrix
void setViewport(const Rect& _viewport) void setViewport(const Rect& _viewport)
{ {
// glViewport starts at the bottom left of the window // glViewport starts at the bottom left of the window
glViewport( _viewport.x, getWindowHeight() - _viewport.y - _viewport.h, _viewport.w, _viewport.h); GL_CHECK_ERROR(glViewport( _viewport.x, getWindowHeight() - _viewport.y - _viewport.h, _viewport.w, _viewport.h));
} // setViewport } // setViewport
@ -212,13 +224,13 @@ namespace Renderer
{ {
if((_scissor.x == 0) && (_scissor.y == 0) && (_scissor.w == 0) && (_scissor.h == 0)) if((_scissor.x == 0) && (_scissor.y == 0) && (_scissor.w == 0) && (_scissor.h == 0))
{ {
glDisable(GL_SCISSOR_TEST); GL_CHECK_ERROR(glDisable(GL_SCISSOR_TEST));
} }
else else
{ {
// glScissor starts at the bottom left of the window // glScissor starts at the bottom left of the window
glScissor(_scissor.x, getWindowHeight() - _scissor.y - _scissor.h, _scissor.w, _scissor.h); GL_CHECK_ERROR(glScissor(_scissor.x, getWindowHeight() - _scissor.y - _scissor.h, _scissor.w, _scissor.h));
glEnable(GL_SCISSOR_TEST); GL_CHECK_ERROR(glEnable(GL_SCISSOR_TEST));
} }
} // setScissor } // setScissor
@ -245,7 +257,7 @@ namespace Renderer
void swapBuffers() void swapBuffers()
{ {
SDL_GL_SwapWindow(getSDLWindow()); SDL_GL_SwapWindow(getSDLWindow());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
} // swapBuffers } // swapBuffers