mirror of
https://github.com/RetroDECK/ES-DE.git
synced 2024-11-22 14:15:38 +00:00
Merge pull request #626 from tomaz82/renderer_cleanup
Prepare for GLES 2.0
This commit is contained in:
commit
6ef36049cb
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@ -10,7 +10,23 @@
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namespace Renderer
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{
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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 << " failed with error code: " << errorCode;
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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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@ -62,14 +78,16 @@ namespace Renderer
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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_CORE);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
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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_CONTEXT_MAJOR_VERSION, 2);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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} // setupWindow
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@ -78,11 +96,29 @@ namespace Renderer
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sdlContext = SDL_GL_CreateContext(getSDLWindow());
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SDL_GL_MakeCurrent(getSDLWindow(), sdlContext);
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glClearColor(0.5f, 0.5f, 0.5f, 0.0f);
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std::string vendor = glGetString(GL_VENDOR) ? (const char*)glGetString(GL_VENDOR) : "";
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std::string renderer = glGetString(GL_RENDERER) ? (const char*)glGetString(GL_RENDERER) : "";
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std::string version = glGetString(GL_VERSION) ? (const char*)glGetString(GL_VERSION) : "";
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std::string extensions = glGetString(GL_EXTENSIONS) ? (const char*)glGetString(GL_EXTENSIONS) : "";
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std::string glExts = (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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LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (glExts.find("ARB_texture_non_power_of_two") != std::string::npos ? "ok" : "MISSING");
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std::string glExts = glGetString(GL_EXTENSIONS) ? (const char*)glGetString(GL_EXTENSIONS) : "";
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LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (extensions.find("ARB_texture_non_power_of_two") != 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(1.0f, 1.0f, 1.0f, 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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} // createContext
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@ -98,19 +134,16 @@ namespace Renderer
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const GLenum type = convertTextureType(_type);
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unsigned int texture;
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glGenTextures(1, &texture);
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bindTexture(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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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _linear ? GL_LINEAR : GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _linear ? 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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glPixelStorei(GL_PACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexImage2D(GL_TEXTURE_2D, 0, type, _width, _height, 0, type, GL_UNSIGNED_BYTE, _data);
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GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, type, _width, _height, 0, type, GL_UNSIGNED_BYTE, _data));
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return texture;
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@ -118,77 +151,55 @@ namespace Renderer
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void destroyTexture(const unsigned int _texture)
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{
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glDeleteTextures(1, &_texture);
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GL_CHECK_ERROR(glDeleteTextures(1, &_texture));
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} // destroyTexture
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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)
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{
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bindTexture(_texture);
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glTexSubImage2D(GL_TEXTURE_2D, 0, _x, _y, _width, _height, convertTextureType(_type), GL_UNSIGNED_BYTE, _data);
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bindTexture(0);
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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, GL_UNSIGNED_BYTE, _data));
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GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
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} // updateTexture
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void bindTexture(const unsigned int _texture)
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{
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glBindTexture(GL_TEXTURE_2D, _texture);
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if(_texture == 0) glDisable(GL_TEXTURE_2D);
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else glEnable(GL_TEXTURE_2D);
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if(_texture == 0) GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
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else GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, _texture));
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} // bindTexture
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void drawLines(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor)
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{
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glEnable(GL_BLEND);
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glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor));
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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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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor)));
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glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos);
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex);
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glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col);
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glDrawArrays(GL_LINES, 0, _numVertices);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_BLEND);
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GL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, _numVertices));
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} // drawLines
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void drawTriangleStrips(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor)
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{
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glEnable(GL_BLEND);
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glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor));
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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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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glEnableClientState(GL_COLOR_ARRAY);
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GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor)));
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glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos);
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glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), &_vertices[0].tex);
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glColorPointer( 4, GL_UNSIGNED_BYTE, sizeof(Vertex), &_vertices[0].col);
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glDrawArrays(GL_TRIANGLE_STRIP, 0, _numVertices);
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glDisableClientState(GL_COLOR_ARRAY);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glDisable(GL_BLEND);
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GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, _numVertices));
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} // drawTriangleStrips
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void setProjection(const Transform4x4f& _projection)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf((GLfloat*)&_projection);
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GL_CHECK_ERROR(glMatrixMode(GL_PROJECTION));
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GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&_projection));
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} // setProjection
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@ -196,15 +207,16 @@ namespace Renderer
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{
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Transform4x4f matrix = _matrix;
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matrix.round();
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glMatrixMode(GL_MODELVIEW);
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glLoadMatrixf((GLfloat*)&matrix);
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GL_CHECK_ERROR(glMatrixMode(GL_MODELVIEW));
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GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&matrix));
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} // setMatrix
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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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glViewport( _viewport.x, getWindowHeight() - _viewport.y - _viewport.h, _viewport.w, _viewport.h);
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GL_CHECK_ERROR(glViewport( _viewport.x, getWindowHeight() - _viewport.y - _viewport.h, _viewport.w, _viewport.h));
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} // setViewport
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@ -212,13 +224,13 @@ namespace Renderer
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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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{
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glDisable(GL_SCISSOR_TEST);
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GL_CHECK_ERROR(glDisable(GL_SCISSOR_TEST));
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}
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else
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{
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// glScissor starts at the bottom left of the window
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glScissor(_scissor.x, getWindowHeight() - _scissor.y - _scissor.h, _scissor.w, _scissor.h);
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glEnable(GL_SCISSOR_TEST);
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GL_CHECK_ERROR(glScissor(_scissor.x, getWindowHeight() - _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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} // setScissor
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@ -245,7 +257,7 @@ namespace Renderer
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void swapBuffers()
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{
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SDL_GL_SwapWindow(getSDLWindow());
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
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} // swapBuffers
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@ -5,12 +5,28 @@
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#include "Log.h"
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#include "Settings.h"
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#include <GLES/gl.h>
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#include <SDL_opengles.h>
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#include <SDL.h>
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namespace Renderer
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{
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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 << " failed with error code: " << errorCode;
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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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@ -62,14 +78,16 @@ namespace Renderer
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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_CONTEXT_MAJOR_VERSION, 1);
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SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 0);
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SDL_GL_SetAttribute(SDL_GL_ACCELERATED_VISUAL, 1);
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} // setupWindow
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@ -78,11 +96,29 @@ namespace Renderer
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sdlContext = SDL_GL_CreateContext(getSDLWindow());
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SDL_GL_MakeCurrent(getSDLWindow(), sdlContext);
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glClearColor(0.5f, 0.5f, 0.5f, 0.0f);
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std::string vendor = glGetString(GL_VENDOR) ? (const char*)glGetString(GL_VENDOR) : "";
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std::string renderer = glGetString(GL_RENDERER) ? (const char*)glGetString(GL_RENDERER) : "";
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std::string version = glGetString(GL_VERSION) ? (const char*)glGetString(GL_VERSION) : "";
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std::string extensions = glGetString(GL_EXTENSIONS) ? (const char*)glGetString(GL_EXTENSIONS) : "";
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std::string glExts = (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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LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (glExts.find("ARB_texture_non_power_of_two") != std::string::npos ? "ok" : "MISSING");
|
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std::string glExts = glGetString(GL_EXTENSIONS) ? (const char*)glGetString(GL_EXTENSIONS) : "";
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LOG(LogInfo) << " ARB_texture_non_power_of_two: " << (extensions.find("ARB_texture_non_power_of_two") != 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(1.0f, 1.0f, 1.0f, 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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} // createContext
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||||
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|
@ -98,19 +134,16 @@ namespace Renderer
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const GLenum type = convertTextureType(_type);
|
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unsigned int texture;
|
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glGenTextures(1, &texture);
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bindTexture(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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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE);
|
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
|
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, _repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
|
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|
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _linear ? GL_LINEAR : GL_NEAREST);
|
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
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GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _linear ? 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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|
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glPixelStorei(GL_PACK_ALIGNMENT, 1);
|
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
|
||||
|
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glTexImage2D(GL_TEXTURE_2D, 0, type, _width, _height, 0, type, GL_UNSIGNED_BYTE, _data);
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GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, type, _width, _height, 0, type, GL_UNSIGNED_BYTE, _data));
|
||||
|
||||
return texture;
|
||||
|
||||
|
@ -118,77 +151,55 @@ namespace Renderer
|
|||
|
||||
void destroyTexture(const unsigned int _texture)
|
||||
{
|
||||
glDeleteTextures(1, &_texture);
|
||||
GL_CHECK_ERROR(glDeleteTextures(1, &_texture));
|
||||
|
||||
} // 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)
|
||||
{
|
||||
bindTexture(_texture);
|
||||
glTexSubImage2D(GL_TEXTURE_2D, 0, _x, _y, _width, _height, convertTextureType(_type), GL_UNSIGNED_BYTE, _data);
|
||||
bindTexture(0);
|
||||
const GLenum type = convertTextureType(_type);
|
||||
|
||||
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
|
||||
|
||||
void bindTexture(const unsigned int _texture)
|
||||
{
|
||||
glBindTexture(GL_TEXTURE_2D, _texture);
|
||||
|
||||
if(_texture == 0) glDisable(GL_TEXTURE_2D);
|
||||
else glEnable(GL_TEXTURE_2D);
|
||||
if(_texture == 0) GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
|
||||
else GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, _texture));
|
||||
|
||||
} // bindTexture
|
||||
|
||||
void drawLines(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor));
|
||||
GL_CHECK_ERROR(glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos));
|
||||
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);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor)));
|
||||
|
||||
glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos);
|
||||
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);
|
||||
GL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, _numVertices));
|
||||
|
||||
} // drawLines
|
||||
|
||||
void drawTriangleStrips(const Vertex* _vertices, const unsigned int _numVertices, const Blend::Factor _srcBlendFactor, const Blend::Factor _dstBlendFactor)
|
||||
{
|
||||
glEnable(GL_BLEND);
|
||||
glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor));
|
||||
GL_CHECK_ERROR(glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos));
|
||||
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);
|
||||
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
|
||||
glEnableClientState(GL_COLOR_ARRAY);
|
||||
GL_CHECK_ERROR(glBlendFunc(convertBlendFactor(_srcBlendFactor), convertBlendFactor(_dstBlendFactor)));
|
||||
|
||||
glVertexPointer( 2, GL_FLOAT, sizeof(Vertex), &_vertices[0].pos);
|
||||
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);
|
||||
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, _numVertices));
|
||||
|
||||
} // drawTriangleStrips
|
||||
|
||||
void setProjection(const Transform4x4f& _projection)
|
||||
{
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadMatrixf((GLfloat*)&_projection);
|
||||
GL_CHECK_ERROR(glMatrixMode(GL_PROJECTION));
|
||||
GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&_projection));
|
||||
|
||||
} // setProjection
|
||||
|
||||
|
@ -196,15 +207,16 @@ namespace Renderer
|
|||
{
|
||||
Transform4x4f matrix = _matrix;
|
||||
matrix.round();
|
||||
glMatrixMode(GL_MODELVIEW);
|
||||
glLoadMatrixf((GLfloat*)&matrix);
|
||||
|
||||
GL_CHECK_ERROR(glMatrixMode(GL_MODELVIEW));
|
||||
GL_CHECK_ERROR(glLoadMatrixf((GLfloat*)&matrix));
|
||||
|
||||
} // setMatrix
|
||||
|
||||
void setViewport(const Rect& _viewport)
|
||||
{
|
||||
// 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
|
||||
|
||||
|
@ -212,13 +224,13 @@ namespace Renderer
|
|||
{
|
||||
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
|
||||
{
|
||||
// glScissor starts at the bottom left of the window
|
||||
glScissor(_scissor.x, getWindowHeight() - _scissor.y - _scissor.h, _scissor.w, _scissor.h);
|
||||
glEnable(GL_SCISSOR_TEST);
|
||||
GL_CHECK_ERROR(glScissor(_scissor.x, getWindowHeight() - _scissor.y - _scissor.h, _scissor.w, _scissor.h));
|
||||
GL_CHECK_ERROR(glEnable(GL_SCISSOR_TEST));
|
||||
}
|
||||
|
||||
} // setScissor
|
||||
|
@ -245,7 +257,7 @@ namespace Renderer
|
|||
void swapBuffers()
|
||||
{
|
||||
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
|
||||
|
||||
|
|
Loading…
Reference in a new issue