Added an OpenGL ES 2.0 renderer.

This commit is contained in:
Leon Styhre 2022-01-13 19:39:49 +01:00
parent 90fa63f91c
commit 8596aca68c
5 changed files with 533 additions and 15 deletions

View file

@ -0,0 +1,32 @@
# FindOpenGLES
# ------------
# Finds the OpenGLES2 library
#
# This will define the following variables::
#
# OPENGLES2_FOUND - system has OpenGLES
# OPENGLES2_INCLUDE_DIRS - the OpenGLES include directory
# OPENGLES2_LIBRARIES - the OpenGLES libraries
if(NOT HINT_GLES_LIBNAME)
set(HINT_GLES_LIBNAME GLESv2)
endif()
find_path(OPENGLES2_INCLUDE_DIR GLES3/gl3.h
PATHS "${CMAKE_FIND_ROOT_PATH}/usr/include"
HINTS ${HINT_GLES_INCDIR}
)
find_library(OPENGLES2_gl_LIBRARY
NAMES ${HINT_GLES_LIBNAME}
HINTS ${HINT_GLES_LIBDIR}
)
include(FindPackageHandleStandardArgs)
find_package_handle_standard_args(OpenGLES2 REQUIRED_VARS OPENGLES2_gl_LIBRARY OPENGLES2_INCLUDE_DIR)
if(OPENGLES2_FOUND)
set(OPENGLES2_LIBRARIES ${OPENGLES2_gl_LIBRARY})
set(OPENGLES2_INCLUDE_DIRS ${OPENGLES2_INCLUDE_DIR})
mark_as_advanced(OPENGLES2_INCLUDE_DIR OPENGLES2_gl_LIBRARY)
endif()

View file

@ -30,7 +30,8 @@ list(APPEND CMAKE_MODULE_PATH ${CMAKE_CURRENT_SOURCE_DIR}/CMake/Utils
# Define the options.
option(GL "Set to ON if targeting Desktop OpenGL" ${GL})
option(GLES "Set to ON if targeting Embedded OpenGL" ${GLES})
option(GLES1 "Set to ON if targeting OpenGL ES 1.0" ${GLES1})
option(GLES "Set to ON if targeting OpenGL ES 2.0" ${GLES})
option(RPI "Set to ON to enable Raspberry Pi specific build" ${RPI})
option(BUNDLED_CERTS "Set to ON to use bundled TLS/SSL certificates" ${BUNDLED_CERTS})
option(CEC "Set to ON to enable CEC" ${CEC})
@ -62,7 +63,7 @@ endif()
#---------------------------------------------------------------------------------------------------
# OpenGL setup.
if(GLES)
if(GLES1 OR GLES)
set(GLSYSTEM "Embedded OpenGL" CACHE STRING "The OpenGL system to be used")
else()
set(GLSYSTEM "Desktop OpenGL" CACHE STRING "The OpenGL system to be used")
@ -73,7 +74,7 @@ set_property(CACHE GLSYSTEM PROPERTY STRINGS "Desktop OpenGL" "Embedded OpenGL")
#---------------------------------------------------------------------------------------------------
# Raspberry Pi setup.
# Raspberry Pi OS 32-bit (armv7l)
# Raspberry Pi OS 32-bit (armv7l).
if(EXISTS "${CMAKE_FIND_ROOT_PATH}/opt/vc/include/bcm_host.h")
set(RPI ON)
set(RPI_32 ON)
@ -81,7 +82,7 @@ if(EXISTS "${CMAKE_FIND_ROOT_PATH}/opt/vc/include/bcm_host.h")
message("-- Building on a Raspberry Pi (32-bit OS)")
endif()
# Raspberry Pi OS 64-bit (aarch64)
# Raspberry Pi OS 64-bit (aarch64).
if(EXISTS "/usr/include/bcm_host.h")
set(RPI ON)
set(RPI_64 ON)
@ -89,14 +90,21 @@ if(EXISTS "/usr/include/bcm_host.h")
message("-- Building on a Raspberry Pi (64-bit OS)")
endif()
# On the Raspberry Pi, desktop OpenGL 2.1 or OpenGL ES 2.0 should be used.
if(GLES1 AND RPI)
message(FATAL_ERROR "-- The OpenGL ES 1.0 renderer is not supported on Raspberry Pi")
endif()
#---------------------------------------------------------------------------------------------------
# Package dependencies.
if(GLSYSTEM MATCHES "Desktop OpenGL")
set(OpenGL_GL_PREFERENCE "GLVND")
find_package(OpenGL REQUIRED)
else()
elseif(GLES1)
find_package(OpenGLES REQUIRED)
elseif(GLES)
find_package(OpenGLES2 REQUIRED)
endif()
# On macOS and Windows all dependencies are kept in-tree in the "external" directory.
@ -258,8 +266,10 @@ endif()
if(GLSYSTEM MATCHES "Desktop OpenGL")
add_definitions(-DUSE_OPENGL_21)
else()
elseif(GLES1)
add_definitions(-DUSE_OPENGLES_10)
elseif(GLES)
add_definitions(-DUSE_OPENGLES_20)
endif()
if(RPI)
@ -456,18 +466,13 @@ if(BCMHOST)
endif()
endif()
# Note: Building with GLES support on the Raspberry Pi currently seems to be broken.
if(GLES AND RPI_32)
list(APPEND COMMON_LIBRARIES brcmEGL ${OPENGLES_LIBRARIES})
elseif(GLES AND RPI_64)
list(APPEND COMMON_LIBRARIES ${OPENGLES_LIBRARIES})
endif()
# OpenGL.
if(GLSYSTEM MATCHES "Desktop OpenGL")
list(APPEND COMMON_LIBRARIES ${OPENGL_LIBRARIES})
else()
elseif(GLES1)
list(APPEND COMMON_LIBRARIES EGL ${OPENGLES_LIBRARIES})
elseif(GLES)
list(APPEND COMMON_LIBRARIES ${OPENGLES2_LIBRARIES})
endif()
#---------------------------------------------------------------------------------------------------

View file

@ -146,6 +146,7 @@ set(CORE_SOURCES
${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Renderer.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Renderer_GL21.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Renderer_GLES10.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Renderer_GLES20.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/renderers/Shader_GL21.cpp
# Resources

View file

@ -42,7 +42,7 @@ LottieComponent::LottieComponent(Window* window)
{
// Get an empty texture for rendering the animation.
mTexture = TextureResource::get("");
#if defined(USE_OPENGLES_10)
#if defined(USE_OPENGLES_10) || defined(USE_OPENGLES_20)
// This is not really supported by the OpenGL ES standard so hopefully it works
// with all drivers and on all operating systems.
mTexture->setFormat(Renderer::Texture::BGRA);

View file

@ -0,0 +1,480 @@
// SPDX-License-Identifier: MIT
//
// EmulationStation Desktop Edition
// Renderer_GLES20.cpp
//
// OpenGL ES 2.0 rendering functions.
//
#if defined(USE_OPENGLES_20)
#include "Log.h"
#include "Settings.h"
#include "renderers/Renderer.h"
#include "utils/StringUtil.h"
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengles2.h>
namespace Renderer
{
static SDL_GLContext sdlContext{nullptr};
static glm::mat4 projectionMatrix{getIdentity()};
glm::mat4 worldViewMatrix{getIdentity()};
static GLuint shaderProgram{0};
static GLint mvpUniform{0};
static GLint texAttrib{0};
static GLint colAttrib{0};
static GLint posAttrib{0};
static GLuint vertexBuffer{0};
static GLuint whiteTexture{0};
static void setupShaders()
{
// Vertex shader.
const GLchar* vertexSource{"uniform mat4 u_mvp; \n"
"attribute vec2 a_pos; \n"
"attribute vec2 a_tex; \n"
"attribute vec4 a_col; \n"
"varying vec2 v_tex; \n"
"varying vec4 v_col; \n"
"void main(void) \n"
"{ \n"
" gl_Position = u_mvp * vec4(a_pos.xy, 0.0, 1.0); \n"
" v_tex = a_tex; \n"
" v_col = a_col; \n"
"} \n"};
const GLuint vertexShader{glCreateShader(GL_VERTEX_SHADER)};
GL_CHECK_ERROR(glShaderSource(vertexShader, 1, &vertexSource, nullptr));
GL_CHECK_ERROR(glCompileShader(vertexShader));
{
GLint isCompiled{GL_FALSE};
GLint maxLength{0};
GL_CHECK_ERROR(glGetShaderiv(vertexShader, GL_COMPILE_STATUS, &isCompiled));
GL_CHECK_ERROR(glGetShaderiv(vertexShader, GL_INFO_LOG_LENGTH, &maxLength));
if (maxLength > 1) {
std::string infoLog(maxLength + 1, 0);
GL_CHECK_ERROR(
glGetShaderInfoLog(vertexShader, maxLength, &maxLength, &infoLog[0]));
if (isCompiled == GL_FALSE) {
LOG(LogError) << "GLSL Vertex Compile Error\n" << &infoLog[0];
}
else {
if (Utils::String::toUpper(infoLog).find("WARNING") != std::string::npos) {
LOG(LogWarning) << "GLSL Vertex Compile Warning\n" << infoLog;
}
else {
LOG(LogInfo) << "GLSL Vertex Compile Message\n" << infoLog;
}
}
}
}
// Fragment shader.
const GLchar* fragmentSource{"precision highp float; \n"
"uniform sampler2D u_tex; \n"
"varying vec2 v_tex; \n"
"varying vec4 v_col; \n"
"void main(void) \n"
"{ \n"
" gl_FragColor = texture2D(u_tex, v_tex) * v_col; \n"
"} \n"};
const GLuint fragmentShader{glCreateShader(GL_FRAGMENT_SHADER)};
GL_CHECK_ERROR(glShaderSource(fragmentShader, 1, &fragmentSource, nullptr));
GL_CHECK_ERROR(glCompileShader(fragmentShader));
{
GLint isCompiled{GL_FALSE};
GLint maxLength{0};
GL_CHECK_ERROR(glGetShaderiv(fragmentShader, GL_COMPILE_STATUS, &isCompiled));
GL_CHECK_ERROR(glGetShaderiv(fragmentShader, GL_INFO_LOG_LENGTH, &maxLength));
if (maxLength > 1) {
std::string infoLog(maxLength + 1, 0);
GL_CHECK_ERROR(
glGetShaderInfoLog(fragmentShader, maxLength, &maxLength, &infoLog[0]));
if (isCompiled == GL_FALSE) {
LOG(LogError) << "GLSL Fragment Compile Error\n" << infoLog;
}
else {
if (Utils::String::toUpper(infoLog).find("WARNING") != std::string::npos) {
LOG(LogWarning) << "GLSL Fragment Compile Warning\n" << infoLog;
}
else {
LOG(LogInfo) << "GLSL Fragment Compile Message\n" << infoLog;
}
}
}
}
// Shader program.
shaderProgram = glCreateProgram();
GL_CHECK_ERROR(glAttachShader(shaderProgram, vertexShader));
GL_CHECK_ERROR(glAttachShader(shaderProgram, fragmentShader));
GL_CHECK_ERROR(glLinkProgram(shaderProgram));
{
GLint isCompiled{GL_FALSE};
GLint maxLength{0};
GL_CHECK_ERROR(glGetProgramiv(shaderProgram, GL_LINK_STATUS, &isCompiled));
GL_CHECK_ERROR(glGetProgramiv(shaderProgram, GL_INFO_LOG_LENGTH, &maxLength));
if (maxLength > 1) {
std::string infoLog(maxLength + 1, 0);
GL_CHECK_ERROR(
glGetProgramInfoLog(shaderProgram, maxLength, &maxLength, &infoLog[0]));
if (isCompiled == GL_FALSE) {
LOG(LogError) << "GLSL Link Error\n" << infoLog;
}
else {
if (Utils::String::toUpper(infoLog).find("WARNING") != std::string::npos) {
LOG(LogWarning) << "GLSL Link Warning\n" << infoLog;
}
else {
LOG(LogInfo) << "GLSL Link Message\n" << infoLog;
}
}
}
}
GL_CHECK_ERROR(glUseProgram(shaderProgram));
mvpUniform = glGetUniformLocation(shaderProgram, "u_mvp");
posAttrib = glGetAttribLocation(shaderProgram, "a_pos");
texAttrib = glGetAttribLocation(shaderProgram, "a_tex");
colAttrib = glGetAttribLocation(shaderProgram, "a_col");
GLint texUniform = glGetUniformLocation(shaderProgram, "u_tex");
GL_CHECK_ERROR(glEnableVertexAttribArray(posAttrib));
GL_CHECK_ERROR(glEnableVertexAttribArray(texAttrib));
GL_CHECK_ERROR(glEnableVertexAttribArray(colAttrib));
GL_CHECK_ERROR(glUniform1i(texUniform, 0));
}
static void setupVertexBuffer()
{
GL_CHECK_ERROR(glGenBuffers(1, &vertexBuffer));
GL_CHECK_ERROR(glBindBuffer(GL_ARRAY_BUFFER, vertexBuffer));
}
static GLenum convertBlendFactor(const Blend::Factor blendFactor)
{
// clang-format off
switch (blendFactor) {
case Blend::ZERO: { return GL_ZERO; } break;
case Blend::ONE: { return GL_ONE; } break;
case Blend::SRC_COLOR: { return GL_SRC_COLOR; } break;
case Blend::ONE_MINUS_SRC_COLOR: { return GL_ONE_MINUS_SRC_COLOR; } break;
case Blend::SRC_ALPHA: { return GL_SRC_ALPHA; } break;
case Blend::ONE_MINUS_SRC_ALPHA: { return GL_ONE_MINUS_SRC_ALPHA; } break;
case Blend::DST_COLOR: { return GL_DST_COLOR; } break;
case Blend::ONE_MINUS_DST_COLOR: { return GL_ONE_MINUS_DST_COLOR; } break;
case Blend::DST_ALPHA: { return GL_DST_ALPHA; } break;
case Blend::ONE_MINUS_DST_ALPHA: { return GL_ONE_MINUS_DST_ALPHA; } break;
default: { return GL_ZERO; }
}
// clang-format on
}
static GLenum convertTextureType(const Texture::Type type)
{
// clang-format off
switch (type) {
case Texture::RGBA: { return GL_RGBA; } break;
case Texture::BGRA: { return GL_BGRA_EXT; } break;
case Texture::ALPHA: { return GL_LUMINANCE_ALPHA; } break;
default: { return GL_ZERO; }
}
// clang-format on
}
void setupWindow()
{
SDL_GL_SetAttribute(SDL_GL_CONTEXT_PROFILE_MASK, SDL_GL_CONTEXT_PROFILE_ES);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
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);
}
bool createContext()
{
sdlContext = SDL_GL_CreateContext(getSDLWindow());
SDL_GL_MakeCurrent(getSDLWindow(), sdlContext);
std::string vendor =
glGetString(GL_VENDOR) ? reinterpret_cast<const char*>(glGetString(GL_VENDOR)) : "";
std::string renderer =
glGetString(GL_RENDERER) ? reinterpret_cast<const char*>(glGetString(GL_RENDERER)) : "";
std::string version =
glGetString(GL_VERSION) ? reinterpret_cast<const char*>(glGetString(GL_VERSION)) : "";
std::string extensions = glGetString(GL_EXTENSIONS) ?
reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)) :
"";
LOG(LogInfo) << "GL vendor: " << vendor;
LOG(LogInfo) << "GL renderer: " << renderer;
LOG(LogInfo) << "GL version: " << version;
LOG(LogInfo) << "EmulationStation renderer: OpenGL ES 2.0";
LOG(LogInfo) << "Checking available OpenGL ES extensions...";
std::string glExts = glGetString(GL_EXTENSIONS) ?
reinterpret_cast<const char*>(glGetString(GL_EXTENSIONS)) :
"";
LOG(LogInfo) << "GL_OES_texture_npot: "
<< (extensions.find("GL_OES_texture_npot") != std::string::npos ? "OK" :
"MISSING");
setupShaders();
setupVertexBuffer();
uint8_t data[4] = {255, 255, 255, 255};
whiteTexture = createTexture(Texture::RGBA, Texture::RGBA, false, false, true, 1, 1, data);
GL_CHECK_ERROR(glClearColor(0.0f, 0.0f, 0.0f, 1.0f));
GL_CHECK_ERROR(glActiveTexture(GL_TEXTURE0));
GL_CHECK_ERROR(glEnable(GL_BLEND));
GL_CHECK_ERROR(glPixelStorei(GL_PACK_ALIGNMENT, 1));
GL_CHECK_ERROR(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
return true;
}
void destroyContext()
{
SDL_GL_DeleteContext(sdlContext);
sdlContext = nullptr;
}
unsigned int createTexture(const Texture::Type type,
const Texture::Type format,
const bool linearMinify,
const bool linearMagnify,
const bool repeat,
const unsigned int width,
const unsigned int height,
void* data)
{
const GLenum textureType{convertTextureType(type)};
unsigned int texture;
GL_CHECK_ERROR(glGenTextures(1, &texture));
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
// Not sure why the corresponding variables are missing in the OpenGL ES include files
// when specifying the values manually seems to work with all graphics drivers.
int _GL_TEXTURE_SWIZZLE_R{0x8E42};
int _GL_TEXTURE_SWIZZLE_B{0x8E44};
int _GL_RED{0x1903};
int _GL_BLUE{0x1905};
// Convert from BGRA to RGBA.
if (format == Texture::Type::BGRA) {
glTexParameteri(GL_TEXTURE_2D, _GL_TEXTURE_SWIZZLE_B, _GL_RED);
glTexParameteri(GL_TEXTURE_2D, _GL_TEXTURE_SWIZZLE_R, _GL_BLUE);
}
GL_CHECK_ERROR(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_T,
repeat ? GL_REPEAT : GL_CLAMP_TO_EDGE));
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
linearMinify ? GL_LINEAR : GL_NEAREST));
GL_CHECK_ERROR(glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
linearMagnify ? GL_LINEAR : GL_NEAREST));
// Regular GL_ALPHA textures are black + alpha when used in shaders, so create a
// GL_LUMINANCE_ALPHA texture instead so it's white + alpha.
if (textureType == GL_LUMINANCE_ALPHA) {
uint8_t* a_data{reinterpret_cast<uint8_t*>(data)};
uint8_t* la_data{new uint8_t[width * height * 2]};
for (uint32_t i = 0; i < (width * height); ++i) {
la_data[(i * 2) + 0] = 255;
la_data[(i * 2) + 1] = a_data ? a_data[i] : 255;
}
GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, textureType, width, height, 0,
textureType, GL_UNSIGNED_BYTE, la_data));
delete[] la_data;
}
else {
GL_CHECK_ERROR(glTexImage2D(GL_TEXTURE_2D, 0, textureType, width, height, 0,
textureType, GL_UNSIGNED_BYTE, data));
}
return texture;
}
void destroyTexture(const unsigned int _texture)
{
GL_CHECK_ERROR(glDeleteTextures(1, &_texture));
}
void updateTexture(const unsigned int texture,
const Texture::Type type,
const unsigned int x,
const unsigned int y,
const unsigned int width,
const unsigned int height,
void* data)
{
const GLenum textureType = convertTextureType(type);
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
// Regular GL_ALPHA textures are black + alpha when used in shaders, so create a
// GL_LUMINANCE_ALPHA texture instead so it's white + alpha.
if (textureType == GL_LUMINANCE_ALPHA) {
uint8_t* a_data{reinterpret_cast<uint8_t*>(data)};
uint8_t* la_data{new uint8_t[width * height * 2]};
for (uint32_t i = 0; i < (width * height); ++i) {
la_data[(i * 2) + 0] = 255;
la_data[(i * 2) + 1] = a_data ? a_data[i] : 255;
}
GL_CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, textureType,
GL_UNSIGNED_BYTE, la_data));
delete[] la_data;
}
else {
GL_CHECK_ERROR(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, textureType,
GL_UNSIGNED_BYTE, data));
}
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
}
void bindTexture(const unsigned int texture)
{
if (texture == 0)
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, whiteTexture));
else
GL_CHECK_ERROR(glBindTexture(GL_TEXTURE_2D, texture));
}
void drawLines(const Vertex* vertices,
const unsigned int numVertices,
const Blend::Factor srcBlendFactor,
const Blend::Factor dstBlendFactor)
{
GL_CHECK_ERROR(glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const void*>(offsetof(Vertex, pos))));
GL_CHECK_ERROR(glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const void*>(offsetof(Vertex, tex))));
GL_CHECK_ERROR(glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE,
sizeof(Vertex),
reinterpret_cast<const void*>(offsetof(Vertex, col))));
GL_CHECK_ERROR(
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices, GL_DYNAMIC_DRAW));
GL_CHECK_ERROR(
glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor)));
GL_CHECK_ERROR(glDrawArrays(GL_LINES, 0, numVertices));
}
void drawTriangleStrips(const Vertex* vertices,
const unsigned int numVertices,
const glm::mat4& trans,
const Blend::Factor srcBlendFactor,
const Blend::Factor dstBlendFactor,
const shaderParameters& parameters)
{
GL_CHECK_ERROR(glVertexAttribPointer(posAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const void*>(offsetof(Vertex, pos))));
GL_CHECK_ERROR(glVertexAttribPointer(texAttrib, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex),
reinterpret_cast<const void*>(offsetof(Vertex, tex))));
GL_CHECK_ERROR(glVertexAttribPointer(colAttrib, 4, GL_UNSIGNED_BYTE, GL_TRUE,
sizeof(Vertex),
reinterpret_cast<const void*>(offsetof(Vertex, col))));
GL_CHECK_ERROR(
glBufferData(GL_ARRAY_BUFFER, sizeof(Vertex) * numVertices, vertices, GL_DYNAMIC_DRAW));
GL_CHECK_ERROR(
glBlendFunc(convertBlendFactor(srcBlendFactor), convertBlendFactor(dstBlendFactor)));
GL_CHECK_ERROR(glDrawArrays(GL_TRIANGLE_STRIP, 0, numVertices));
}
void setProjection(const glm::mat4& projection)
{
projectionMatrix = projection;
glm::mat4 mvpMatrix{projectionMatrix * worldViewMatrix};
GL_CHECK_ERROR(
glUniformMatrix4fv(mvpUniform, 1, GL_FALSE, reinterpret_cast<float*>(&mvpMatrix)));
}
void setMatrix(const glm::mat4& matrix)
{
worldViewMatrix = matrix;
worldViewMatrix[3] = glm::round(worldViewMatrix[3]);
glm::mat4 mvpMatrix{projectionMatrix * worldViewMatrix};
GL_CHECK_ERROR(
glUniformMatrix4fv(mvpUniform, 1, GL_FALSE, reinterpret_cast<float*>(&mvpMatrix)));
}
void setViewport(const Rect& viewport)
{
// glViewport starts at the bottom left of the window.
GL_CHECK_ERROR(glViewport(viewport.x, getWindowHeight() - viewport.y - viewport.h,
viewport.w, viewport.h));
}
void setScissor(const Rect& scissor)
{
if ((scissor.x == 0) && (scissor.y == 0) && (scissor.w == 0) && (scissor.h == 0)) {
GL_CHECK_ERROR(glDisable(GL_SCISSOR_TEST));
}
else {
// glScissor starts at the bottom left of the window.
GL_CHECK_ERROR(glScissor(scissor.x, getWindowHeight() - scissor.y - scissor.h,
scissor.w, scissor.h));
GL_CHECK_ERROR(glEnable(GL_SCISSOR_TEST));
}
}
void setSwapInterval()
{
if (Settings::getInstance()->getBool("VSync")) {
// Adaptive VSync seems to be nonfunctional or having issues on some hardware
// and drivers, so only attempt to apply regular VSync.
if (SDL_GL_SetSwapInterval(1) == 0) {
LOG(LogInfo) << "Enabling VSync...";
}
else {
LOG(LogWarning) << "Could not enable VSync: " << SDL_GetError();
}
}
else {
SDL_GL_SetSwapInterval(0);
LOG(LogInfo) << "Disabling VSync...";
}
}
void swapBuffers()
{
SDL_GL_SwapWindow(getSDLWindow());
GL_CHECK_ERROR(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
}
} // namespace Renderer
#endif // USE_OPENGLES_20