ES-DE/es-core/src/renderers/Renderer_GLES10.cpp
Tomas Jakobsson 9de16045c9 whitespace cleanup
fix faulty line endings
silence warnings on windows
2019-08-25 17:23:02 +02:00

252 lines
7.7 KiB
C++

#if defined(USE_OPENGLES_10)
#include "renderers/Renderer.h"
#include "Log.h"
#include "Settings.h"
#include <GLES/gl.h>
#include <SDL.h>
namespace Renderer
{
static SDL_GLContext sdlContext = nullptr;
static GLenum convertBlendFactor(const Blend::Factor _blendFactor)
{
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; }
}
} // convertBlendFactor
static GLenum convertTextureType(const Texture::Type _type)
{
switch(_type)
{
case Texture::RGBA: { return GL_RGBA; } break;
case Texture::ALPHA: { return GL_ALPHA; } break;
default: { return GL_ZERO; }
}
} // convertTextureType
unsigned int convertColor(const unsigned int _color)
{
// convert from rgba to abgr
unsigned char r = ((_color & 0xff000000) >> 24) & 255;
unsigned char g = ((_color & 0x00ff0000) >> 16) & 255;
unsigned char b = ((_color & 0x0000ff00) >> 8) & 255;
unsigned char a = ((_color & 0x000000ff) ) & 255;
return ((a << 24) | (b << 16) | (g << 8) | (r));
} // convertColor
unsigned int getWindowFlags()
{
return SDL_WINDOW_OPENGL;
} // getWindowFlags
void setupWindow()
{
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_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 0);
} // setupWindow
void createContext()
{
sdlContext = SDL_GL_CreateContext(getSDLWindow());
SDL_GL_MakeCurrent(getSDLWindow(), sdlContext);
glClearColor(0.5f, 0.5f, 0.5f, 0.0f);
std::string glExts = (const char*)glGetString(GL_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");
} // createContext
void destroyContext()
{
SDL_GL_DeleteContext(sdlContext);
sdlContext = nullptr;
} // destroyContext
unsigned int createTexture(const Texture::Type _type, const bool _linear, const bool _repeat, const unsigned int _width, const unsigned int _height, void* _data)
{
const GLenum type = convertTextureType(_type);
unsigned int texture;
glGenTextures(1, &texture);
bindTexture(texture);
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);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _linear ? GL_LINEAR : GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _linear ? GL_LINEAR : GL_NEAREST);
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexImage2D(GL_TEXTURE_2D, 0, type, _width, _height, 0, type, GL_UNSIGNED_BYTE, _data);
return texture;
} // createTexture
void destroyTexture(const unsigned int _texture)
{
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);
} // updateTexture
void bindTexture(const unsigned int _texture)
{
glBindTexture(GL_TEXTURE_2D, _texture);
if(_texture == 0) glDisable(GL_TEXTURE_2D);
else glEnable(GL_TEXTURE_2D);
} // 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));
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
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);
} // 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));
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glEnableClientState(GL_COLOR_ARRAY);
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);
} // drawTriangleStrips
void setProjection(const Transform4x4f& _projection)
{
glMatrixMode(GL_PROJECTION);
glLoadMatrixf((GLfloat*)&_projection);
} // setProjection
void setMatrix(const Transform4x4f& _matrix)
{
glMatrixMode(GL_MODELVIEW);
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);
} // setViewport
void setScissor(const Rect& _scissor)
{
if((_scissor.x == 0) && (_scissor.y == 0) && (_scissor.w == 0) && (_scissor.h == 0))
{
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);
}
} // setScissor
void setSwapInterval()
{
// vsync
if(Settings::getInstance()->getBool("VSync"))
{
// SDL_GL_SetSwapInterval(0) for immediate updates (no vsync, default),
// 1 for updates synchronized with the vertical retrace,
// or -1 for late swap tearing.
// SDL_GL_SetSwapInterval returns 0 on success, -1 on error.
// if vsync is requested, try normal vsync; if that doesn't work, try late swap tearing
// if that doesn't work, report an error
if(SDL_GL_SetSwapInterval(1) != 0 && SDL_GL_SetSwapInterval(-1) != 0)
LOG(LogWarning) << "Tried to enable vsync, but failed! (" << SDL_GetError() << ")";
}
else
SDL_GL_SetSwapInterval(0);
} // setSwapInterval
void swapBuffers()
{
SDL_GL_SwapWindow(getSDLWindow());
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
} // swapBuffers
} // Renderer::
#endif // USE_OPENGLES_10