1 | // Copyright (C) 2012-2013 Kornel Kisielewicz
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2 | // This file is part of NV Libraries.
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3 | // For conditions of distribution and use, see copyright notice in nv.hh
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4 |
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5 | #include "nv/gl/gl_context.hh"
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6 |
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7 | #include "nv/gl/gl_enum.hh"
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8 | #include "nv/lib/gl.hh"
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9 | #include "nv/lib/sdl.hh"
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10 | #include "nv/gl/gl_device.hh"
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11 |
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12 | using namespace nv;
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13 |
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14 | void gl_context::bind( texture t, texture_slot slot )
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15 | {
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16 | const gl_texture_info* info = static_cast< const gl_texture_info* >( m_device->get_texture_info( t ) );
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17 | if ( info )
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18 | {
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19 | glActiveTexture( GL_TEXTURE0 + static_cast< GLenum >( slot ) );
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20 | glBindTexture( GL_TEXTURE_2D, info->glid );
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21 | }
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22 | }
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23 |
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24 | void nv::gl_context::bind( program p )
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25 | {
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26 | gl_program_info* info = ((gl_device*)m_device)->m_programs.get( p );
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27 | if ( info )
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28 | {
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29 | glUseProgram( info->glid );
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30 | ((gl_device*)m_device)->update_uniforms( info );
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31 | }
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32 | }
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33 |
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34 | void nv::gl_context::bind( buffer b )
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35 | {
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36 | const gl_buffer_info* info = static_cast< const gl_buffer_info* >( m_device->get_buffer_info( b ) );
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37 | if ( info )
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38 | {
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39 | glBindBuffer( buffer_type_to_enum( info->type ), info->glid );
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40 | }
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41 | }
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42 |
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43 | void nv::gl_context::bind( vertex_array va )
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44 | {
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45 | const vertex_array_info* info = m_device->get_vertex_array_info( va );
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46 | if ( info )
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47 | {
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48 | for ( uint32 i = 0; i < info->count; ++i )
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49 | {
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50 | const vertex_buffer_attribute& vba = info->attr[i];
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51 | uint32 location = static_cast<uint32>( vba.location );
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52 | glEnableVertexAttribArray( location );
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53 | bind( vba.vbuffer );
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54 | glVertexAttribPointer(
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55 | location,
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56 | static_cast<GLint>( vba.components ),
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57 | nv::datatype_to_gl_enum( vba.dtype ),
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58 | GL_FALSE,
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59 | static_cast<GLsizei>( vba.stride ),
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60 | (void*)vba.offset
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61 | );
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62 | unbind( vba.vbuffer );
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63 | }
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64 |
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65 | if ( info->index.is_valid() )
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66 | {
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67 | bind( info->index );
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68 | }
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69 | }
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70 | }
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71 |
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72 | void nv::gl_context::unbind( program )
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73 | {
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74 | glUseProgram( 0 );
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75 | }
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76 |
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77 | void nv::gl_context::unbind( buffer b )
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78 | {
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79 | const gl_buffer_info* info = static_cast< const gl_buffer_info* >( m_device->get_buffer_info( b ) );
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80 | if ( info )
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81 | {
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82 | glBindBuffer( buffer_type_to_enum( info->type ), 0 );
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83 | }
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84 | }
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85 |
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86 | void nv::gl_context::unbind( vertex_array va )
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87 | {
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88 | const vertex_array_info* info = m_device->get_vertex_array_info( va );
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89 | if ( info )
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90 | {
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91 | if ( info->index.is_valid() )
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92 | {
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93 | unbind( info->index );
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94 | }
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95 |
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96 | for ( uint32 i = 0; i < info->count; ++i )
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97 | {
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98 | glDisableVertexAttribArray( static_cast<uint32>( info->attr[i].location ) );
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99 | }
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100 | }
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101 | }
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102 |
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103 | void nv::gl_context::update( texture t, void* data )
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104 | {
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105 | const gl_texture_info* info = static_cast< const gl_texture_info* >( m_device->get_texture_info( t ) );
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106 | if ( info )
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107 | {
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108 | image_format format = info->format;
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109 | ivec2 size = info->size;
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110 |
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111 | glBindTexture( GL_TEXTURE_2D, info->glid );
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112 | glTexImage2D( GL_TEXTURE_2D, 0, (GLint)nv::image_format_to_enum(format.format), size.x, size.y, 0, nv::image_format_to_enum(format.format), nv::datatype_to_gl_enum(format.type), data );
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113 | }
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114 | }
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115 |
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116 | void gl_context::update( buffer b, const void* data, size_t offset, size_t size )
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117 | {
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118 | const gl_buffer_info* info = static_cast< const gl_buffer_info* >( m_device->get_buffer_info( b ) );
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119 | if ( info )
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120 | {
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121 | bind( b );
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122 | glBufferSubData( buffer_type_to_enum( info->type ), (GLintptr)offset, (GLsizeiptr)size, data );
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123 | }
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124 | }
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125 |
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126 | void gl_context::clear( const clear_state& cs )
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127 | {
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128 | // apply_framebuffer
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129 |
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130 | apply_scissor_test( cs.scissor_test );
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131 | apply_color_mask( cs.color_mask );
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132 | apply_depth_mask( cs.depth_mask );
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133 | // stencil_mask_separate
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134 |
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135 | if ( m_clear_color != cs.color )
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136 | {
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137 | glClearColor( cs.color.r, cs.color.g, cs.color.b, cs.color.a );
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138 | m_clear_color = cs.color;
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139 | }
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140 |
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141 | if ( m_clear_depth != cs.depth )
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142 | {
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143 | glClearDepth( cs.depth );
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144 | m_clear_depth = cs.depth;
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145 | }
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146 |
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147 | if ( m_clear_stencil != cs.stencil )
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148 | {
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149 | glClearStencil( cs.stencil );
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150 | m_clear_stencil = cs.stencil;
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151 | }
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152 |
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153 | glClear( clear_state_buffers_to_mask( cs.buffers ) );
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154 | }
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155 |
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156 | const ivec4& gl_context::get_viewport()
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157 | {
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158 | return m_viewport;
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159 | }
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160 |
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161 | void gl_context::set_viewport( const ivec4& viewport )
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162 | {
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163 | if ( viewport.z < 0 || viewport.w < 0 )
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164 | {
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165 | NV_THROW( logic_error, "viewport width and height must be greater than zero!");
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166 | }
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167 |
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168 | m_viewport = viewport;
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169 | glViewport( viewport.x, viewport.y, viewport.z, viewport.w );
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170 | }
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171 |
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172 | void gl_context::enable( unsigned int what, bool value )
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173 | {
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174 | if ( value )
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175 | {
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176 | glEnable( what );
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177 | }
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178 | else
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179 | {
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180 | glDisable( what );
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181 | }
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182 | }
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183 |
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184 | void gl_context::apply_stencil_test( const stencil_test& stencil )
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185 | {
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186 | if ( m_render_state.stencil_test.enabled != stencil.enabled )
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187 | {
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188 | enable( GL_STENCIL_TEST, stencil.enabled );
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189 | m_render_state.stencil_test.enabled = stencil.enabled;
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190 | }
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191 |
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192 | if ( stencil.enabled )
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193 | {
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194 | apply_stencil_face( GL_FRONT, m_render_state.stencil_test.front_face, stencil.front_face );
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195 | apply_stencil_face( GL_BACK, m_render_state.stencil_test.back_face, stencil.back_face );
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196 | }
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197 | }
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198 |
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199 | void gl_context::apply_stencil_face( unsigned face, stencil_test_face& stencil, const stencil_test_face& new_stencil )
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200 | {
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201 | if (( stencil.op_fail != new_stencil.op_fail ) ||
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202 | ( stencil.op_depth_fail != new_stencil.op_depth_fail ) ||
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203 | ( stencil.op_depth_pass != new_stencil.op_depth_pass ) )
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204 | {
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205 | glStencilOpSeparate( face,
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206 | stencil_operation_to_enum( new_stencil.op_fail ),
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207 | stencil_operation_to_enum( new_stencil.op_depth_fail ),
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208 | stencil_operation_to_enum( new_stencil.op_depth_pass )
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209 | );
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210 |
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211 | stencil.op_fail = new_stencil.op_fail;
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212 | stencil.op_depth_fail = new_stencil.op_depth_fail;
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213 | stencil.op_depth_pass = new_stencil.op_depth_pass;
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214 | }
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215 |
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216 | if (( stencil.function != new_stencil.function ) ||
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217 | ( stencil.ref_value != new_stencil.ref_value ) ||
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218 | ( stencil.mask != new_stencil.mask ))
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219 | {
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220 | glStencilFuncSeparate( face,
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221 | stencil_function_to_enum( new_stencil.function ),
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222 | new_stencil.ref_value,
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223 | new_stencil.mask
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224 | );
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225 |
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226 | stencil.function = new_stencil.function;
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227 | stencil.ref_value = new_stencil.ref_value;
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228 | stencil.mask = new_stencil.mask;
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229 | }
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230 | }
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231 |
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232 | void gl_context::apply_scissor_test( const scissor_test& scissor )
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233 | {
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234 | if ( m_render_state.scissor_test.enabled != scissor.enabled )
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235 | {
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236 | enable( GL_SCISSOR_TEST, scissor.enabled );
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237 | m_render_state.scissor_test.enabled = scissor.enabled;
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238 | }
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239 |
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240 | if ( scissor.dim.x < 0 || scissor.dim.y < 0 )
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241 | {
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242 | NV_THROW( logic_error, "scissor_test.rect width and height must be greater than zero!" );
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243 | }
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244 |
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245 | if ( scissor.enabled )
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246 | {
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247 | if ( m_render_state.scissor_test.dim != scissor.dim || m_render_state.scissor_test.pos != scissor.pos )
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248 | {
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249 | glScissor(
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250 | scissor.pos.x, scissor.pos.y,
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251 | scissor.dim.x, scissor.dim.y
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252 | );
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253 | m_render_state.scissor_test.dim = scissor.dim;
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254 | m_render_state.scissor_test.pos = scissor.pos;
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255 | }
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256 | }
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257 | }
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258 |
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259 | void gl_context::apply_depth_test( const depth_test& depth )
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260 | {
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261 | if ( m_render_state.depth_test.enabled != depth.enabled )
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262 | {
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263 | enable( GL_DEPTH_TEST, depth.enabled );
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264 | m_render_state.depth_test.enabled = depth.enabled;
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265 | }
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266 |
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267 | if ( depth.enabled )
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268 | {
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269 | if ( m_render_state.depth_test.function != depth.function )
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270 | {
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271 | glDepthFunc( depth_state_function_to_enum( depth.function ) );
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272 | m_render_state.depth_test.function = depth.function;
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273 | }
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274 | }
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275 | }
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276 |
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277 | void gl_context::apply_depth_mask( bool mask )
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278 | {
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279 | if ( m_render_state.depth_mask != mask )
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280 | {
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281 | glDepthMask( mask );
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282 | m_render_state.depth_mask = mask;
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283 | }
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284 | }
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285 |
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286 | void gl_context::apply_polygon_mode( const polygon_mode& mode )
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287 | {
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288 | if ( m_render_state.polygon_mode.fill != mode.fill )
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289 | {
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290 | glPolygonMode( GL_FRONT_AND_BACK, polygon_mode_fill_to_enum( mode.fill ) );
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291 | m_render_state.polygon_mode.fill = mode.fill;
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292 | }
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293 | }
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294 |
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295 |
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296 | void gl_context::apply_depth_range( const depth_range& range )
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297 | {
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298 | if ( range.near < 0.0 || range.near > 1.0 )
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299 | {
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300 | NV_THROW( logic_error, "render_state.depth_range.near must be between zero and one!");
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301 | }
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302 | if ( range.far < 0.0 || range.far > 1.0 )
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303 | {
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304 | NV_THROW( logic_error, "render_state.depth_range.far must be between zero and one!");
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305 | }
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306 |
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307 | if ((m_render_state.depth_range.far != range.far) ||
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308 | (m_render_state.depth_range.near != range.near))
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309 | {
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310 | glDepthRange( range.near, range.far );
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311 |
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312 | m_render_state.depth_range.far = range.far;
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313 | m_render_state.depth_range.near = range.near;
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314 | }
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315 | }
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316 |
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317 | void gl_context::apply_color_mask( const color_mask& mask )
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318 | {
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319 | if ( m_render_state.color_mask != mask )
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320 | {
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321 | glColorMask( mask.red, mask.green, mask.blue, mask.alpha );
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322 | m_render_state.color_mask = mask;
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323 | }
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324 | }
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325 |
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326 | void gl_context::apply_blending( const blending& blend )
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327 | {
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328 | if ( m_render_state.blending.enabled != blend.enabled )
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329 | {
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330 | enable( GL_BLEND, blend.enabled );
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331 | m_render_state.blending.enabled = blend.enabled;
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332 | }
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333 |
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334 | if ( blend.enabled )
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335 | {
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336 | if ((m_render_state.blending.src_rgb_factor != blend.src_rgb_factor ) ||
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337 | (m_render_state.blending.dst_rgb_factor != blend.dst_rgb_factor ) ||
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338 | (m_render_state.blending.src_alpha_factor != blend.src_alpha_factor ) ||
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339 | (m_render_state.blending.dst_alpha_factor != blend.dst_alpha_factor ))
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340 | {
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341 | glBlendFuncSeparate(
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342 | blending_factor_to_enum( blend.src_rgb_factor ),
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343 | blending_factor_to_enum( blend.dst_rgb_factor ),
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344 | blending_factor_to_enum( blend.src_alpha_factor ),
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345 | blending_factor_to_enum( blend.dst_alpha_factor )
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346 | );
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347 |
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348 | m_render_state.blending.src_rgb_factor = blend.src_rgb_factor;
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349 | m_render_state.blending.dst_rgb_factor = blend.dst_rgb_factor;
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350 | m_render_state.blending.src_alpha_factor = blend.src_alpha_factor;
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351 | m_render_state.blending.dst_alpha_factor = blend.dst_alpha_factor;
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352 | }
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353 |
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354 | if ((m_render_state.blending.rgb_equation != blend.rgb_equation ) ||
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355 | (m_render_state.blending.alpha_equation != blend.alpha_equation ))
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356 | {
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357 | glBlendEquationSeparate(
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358 | blending_equation_to_enum( blend.rgb_equation ),
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359 | blending_equation_to_enum( blend.alpha_equation )
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360 | );
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361 |
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362 | m_render_state.blending.rgb_equation = blend.rgb_equation;
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363 | m_render_state.blending.alpha_equation = blend.alpha_equation;
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364 | }
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365 |
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366 | if (( m_render_state.blending.color != blend.color ))
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367 | {
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368 | glBlendColor( blend.color.r, blend.color.g, blend.color.b, blend.color.a );
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369 | m_render_state.blending.color = blend.color;
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370 | }
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371 | }
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372 | }
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373 |
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374 |
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375 | void gl_context::apply_culling( const culling& cull )
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376 | {
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377 | if ( m_render_state.culling.enabled != cull.enabled )
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378 | {
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379 | enable( GL_CULL_FACE, cull.enabled );
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380 | m_render_state.culling.enabled = cull.enabled;
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381 | }
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382 |
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383 | if ( cull.enabled )
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384 | {
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385 | if ( m_render_state.culling.face != cull.face )
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386 | {
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387 | glCullFace( culling_face_type_to_enum(cull.face) );
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388 | m_render_state.culling.face = cull.face;
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389 | }
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390 |
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391 | if ( m_render_state.culling.order != cull.order )
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392 | {
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393 | glFrontFace( culling_order_type_to_enum( cull.order ) );
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394 | m_render_state.culling.order = cull.order;
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395 | }
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396 | }
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397 | }
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398 |
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399 |
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400 | void gl_context::force_apply_render_state( const render_state& state )
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401 | {
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402 | enable( GL_CULL_FACE, state.culling.enabled );
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403 | glCullFace( culling_face_type_to_enum( state.culling.face ) );
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404 | glFrontFace( culling_order_type_to_enum( state.culling.order ) );
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405 |
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406 | enable( GL_SCISSOR_TEST, state.scissor_test.enabled );
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407 | glScissor(
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408 | state.scissor_test.pos.x, state.scissor_test.pos.y,
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409 | state.scissor_test.dim.x, state.scissor_test.dim.y
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410 | );
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411 |
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412 | enable( GL_STENCIL_TEST, state.stencil_test.enabled );
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413 | force_apply_stencil_face( GL_FRONT, state.stencil_test.front_face );
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414 | force_apply_stencil_face( GL_BACK, state.stencil_test.back_face );
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415 |
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416 | enable( GL_DEPTH_TEST, state.depth_test.enabled );
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417 | glDepthFunc( depth_state_function_to_enum( state.depth_test.function ) );
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418 | glDepthRange( state.depth_range.near, state.depth_range.far );
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419 |
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420 | enable( GL_BLEND, state.blending.enabled );
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421 | glBlendFuncSeparate(
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422 | blending_factor_to_enum( state.blending.src_rgb_factor ),
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423 | blending_factor_to_enum( state.blending.dst_rgb_factor ),
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424 | blending_factor_to_enum( state.blending.src_alpha_factor ),
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425 | blending_factor_to_enum( state.blending.dst_alpha_factor )
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426 | );
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427 | glBlendEquationSeparate(
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428 | blending_equation_to_enum( state.blending.rgb_equation ),
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429 | blending_equation_to_enum( state.blending.alpha_equation )
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430 | );
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431 | glBlendColor(
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432 | state.blending.color.r, state.blending.color.g,
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---|
433 | state.blending.color.b, state.blending.color.a
|
---|
434 | );
|
---|
435 |
|
---|
436 | glDepthMask( state.depth_mask );
|
---|
437 | glColorMask(
|
---|
438 | state.color_mask.red, state.color_mask.green,
|
---|
439 | state.color_mask.blue, state.color_mask.alpha
|
---|
440 | );
|
---|
441 | glPolygonMode( GL_FRONT_AND_BACK, polygon_mode_fill_to_enum( state.polygon_mode.fill ) );
|
---|
442 | }
|
---|
443 |
|
---|
444 | void gl_context::force_apply_stencil_face( unsigned face, const stencil_test_face& stencil )
|
---|
445 | {
|
---|
446 | glStencilOpSeparate( face,
|
---|
447 | stencil_operation_to_enum( stencil.op_fail ),
|
---|
448 | stencil_operation_to_enum( stencil.op_depth_fail ),
|
---|
449 | stencil_operation_to_enum( stencil.op_depth_pass )
|
---|
450 | );
|
---|
451 |
|
---|
452 | glStencilFuncSeparate( face,
|
---|
453 | stencil_function_to_enum( stencil.function ),
|
---|
454 | stencil.ref_value,
|
---|
455 | stencil.mask
|
---|
456 | );
|
---|
457 | }
|
---|
458 |
|
---|
459 |
|
---|
460 | void gl_context::apply_render_state( const render_state& state )
|
---|
461 | {
|
---|
462 | // apply_primitive_restart
|
---|
463 | apply_culling( state.culling );
|
---|
464 | // apply_program_point_size
|
---|
465 | // apply_rasterization_mode
|
---|
466 | apply_scissor_test( state.scissor_test );
|
---|
467 | apply_stencil_test( state.stencil_test );
|
---|
468 | apply_depth_test( state.depth_test );
|
---|
469 | apply_depth_range( state.depth_range );
|
---|
470 | apply_blending( state.blending );
|
---|
471 | apply_color_mask( state.color_mask );
|
---|
472 | apply_depth_mask( state.depth_mask );
|
---|
473 | apply_polygon_mode( state.polygon_mode );
|
---|
474 | }
|
---|
475 |
|
---|
476 |
|
---|
477 | gl_context::gl_context( device* a_device )
|
---|
478 | : context( a_device )
|
---|
479 | {
|
---|
480 | }
|
---|
481 |
|
---|
482 |
|
---|
483 | nv::gl_context::~gl_context()
|
---|
484 | {
|
---|
485 | }
|
---|
486 |
|
---|
487 | void nv::gl_context::apply_engine_uniforms( program p, const scene_state& s )
|
---|
488 | {
|
---|
489 | gl_program_info* info = ((gl_device*)m_device)->m_programs.get( p );
|
---|
490 | if ( info )
|
---|
491 | {
|
---|
492 | for ( auto u : info->m_engine_uniforms )
|
---|
493 | {
|
---|
494 | u->set( this, &s );
|
---|
495 | }
|
---|
496 | }
|
---|
497 | }
|
---|
498 |
|
---|
499 | void gl_context::draw( primitive prim, const render_state& rs, program p, vertex_array va, size_t count )
|
---|
500 | {
|
---|
501 | apply_render_state( rs );
|
---|
502 | const vertex_array_info* info = m_device->get_vertex_array_info( va );
|
---|
503 | if ( count > 0 && info )
|
---|
504 | {
|
---|
505 | bind( p );
|
---|
506 | bind( va );
|
---|
507 | if ( info->index.is_valid() )
|
---|
508 | {
|
---|
509 | glDrawElements( primitive_to_enum(prim), static_cast<GLsizei>( count ), datatype_to_gl_enum( info->index_type ), 0 );
|
---|
510 | }
|
---|
511 | else
|
---|
512 | {
|
---|
513 | glDrawArrays( primitive_to_enum(prim), 0, static_cast<GLsizei>( count ) );
|
---|
514 | }
|
---|
515 | unbind( va );
|
---|
516 | //unbind( p );
|
---|
517 | }
|
---|
518 | }
|
---|
519 |
|
---|
520 | nv::sdl_gl_context::sdl_gl_context( device* a_device, void* a_sdl_win_handle )
|
---|
521 | : gl_context( a_device ), m_handle( nullptr )
|
---|
522 | {
|
---|
523 | #if NV_SDL_VERSION == NV_SDL_20
|
---|
524 | m_handle = SDL_GL_CreateContext( static_cast<SDL_Window*>( a_sdl_win_handle ) );
|
---|
525 |
|
---|
526 | if ( m_handle == 0 )
|
---|
527 | {
|
---|
528 | NV_LOG( LOG_CRITICAL, "GL Context creation failed: " << SDL_GetError( ) );
|
---|
529 | return; // TODO: Error report
|
---|
530 | }
|
---|
531 | #else
|
---|
532 | NV_UNUSED( a_win_handle );
|
---|
533 | NV_UNUSED( m_handle );
|
---|
534 | #endif
|
---|
535 |
|
---|
536 | nv::load_gl_library();
|
---|
537 | NV_LOG( LOG_INFO, "OpenGL Vendor : " << glGetString(GL_VENDOR) );
|
---|
538 | NV_LOG( LOG_INFO, "OpenGL Renderer : " << glGetString(GL_RENDERER) );
|
---|
539 | NV_LOG( LOG_INFO, "OpenGL Version : " << glGetString(GL_VERSION) );
|
---|
540 | NV_LOG( LOG_INFO, "OpenGL GLSL Version : " << glGetString(GL_SHADING_LANGUAGE_VERSION) );
|
---|
541 | #if NV_SDL_VERSION == NV_SDL_20
|
---|
542 | // SDL_GL_SetSwapInterval(1);
|
---|
543 | #endif
|
---|
544 |
|
---|
545 | // TODO: do we really need this?
|
---|
546 | glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
|
---|
547 |
|
---|
548 | force_apply_render_state( m_render_state );
|
---|
549 | }
|
---|
550 |
|
---|
551 | nv::sdl_gl_context::~sdl_gl_context()
|
---|
552 | {
|
---|
553 | #if NV_SDL_VERSION == NV_SDL_20
|
---|
554 | SDL_GL_DeleteContext(static_cast<SDL_GLContext>( m_handle ) );
|
---|
555 | #endif
|
---|
556 | }
|
---|
557 |
|
---|
558 | nv::native_gl_context::native_gl_context( device* a_device, void* a_native_win_handle )
|
---|
559 | : gl_context( a_device ), m_handle( nullptr )
|
---|
560 | {
|
---|
561 | #if NV_PLATFORM == NV_WINDOWS
|
---|
562 |
|
---|
563 | // TODO: error checking
|
---|
564 | HDC hdc = (HDC)a_native_win_handle;
|
---|
565 |
|
---|
566 | const int wgl_attrib_list[] =
|
---|
567 | {
|
---|
568 | WGL_DRAW_TO_WINDOW_ARB, GL_TRUE,
|
---|
569 | WGL_SUPPORT_OPENGL_ARB, GL_TRUE,
|
---|
570 | WGL_ACCELERATION_ARB, WGL_FULL_ACCELERATION_ARB,
|
---|
571 | WGL_DOUBLE_BUFFER_ARB, GL_TRUE,
|
---|
572 | WGL_PIXEL_TYPE_ARB, WGL_TYPE_RGBA_ARB,
|
---|
573 | WGL_COLOR_BITS_ARB, 32,
|
---|
574 | WGL_DEPTH_BITS_ARB, 24,
|
---|
575 | WGL_STENCIL_BITS_ARB, 8,
|
---|
576 | 0, 0 //End
|
---|
577 | };
|
---|
578 |
|
---|
579 | unsigned int num_formats;
|
---|
580 | int pixel_format;
|
---|
581 | PIXELFORMATDESCRIPTOR pfd;
|
---|
582 |
|
---|
583 | if ( FALSE == wglChoosePixelFormatARB(hdc, wgl_attrib_list, NULL, 1, &pixel_format, &num_formats) )
|
---|
584 | {
|
---|
585 | return;
|
---|
586 | }
|
---|
587 |
|
---|
588 | if ( FALSE == SetPixelFormat(hdc, pixel_format, &pfd) )
|
---|
589 | {
|
---|
590 | //int err = GetLastError();
|
---|
591 | return;
|
---|
592 | }
|
---|
593 |
|
---|
594 | int attribs[] =
|
---|
595 | {
|
---|
596 | WGL_CONTEXT_MAJOR_VERSION_ARB, 2,
|
---|
597 | WGL_CONTEXT_MINOR_VERSION_ARB, 1,
|
---|
598 | WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_CORE_PROFILE_BIT_ARB,
|
---|
599 | //WGL_CONTEXT_PROFILE_MASK_ARB, WGL_CONTEXT_COMPATIBILITY_PROFILE_BIT_ARB,
|
---|
600 | 0, 0 //End
|
---|
601 | };
|
---|
602 |
|
---|
603 | HGLRC handle;
|
---|
604 | if ( 0 == (handle = wglCreateContextAttribsARB(hdc, 0, attribs) ) )
|
---|
605 | {
|
---|
606 | return;
|
---|
607 | }
|
---|
608 |
|
---|
609 | if ( FALSE == dynwglMakeCurrent( hdc, handle ) )
|
---|
610 | {
|
---|
611 | return;
|
---|
612 | }
|
---|
613 |
|
---|
614 | m_handle = (void*)handle;
|
---|
615 | #else
|
---|
616 | NV_ASSERT( false, "Native GL context not implemented for this platform!" );
|
---|
617 | #endif
|
---|
618 | force_apply_render_state( m_render_state );
|
---|
619 | }
|
---|
620 |
|
---|
621 | nv::native_gl_context::~native_gl_context()
|
---|
622 | {
|
---|
623 | #if NV_PLATFORM == NV_WINDOWS
|
---|
624 | dynwglDeleteContext( (HGLRC)m_handle );
|
---|
625 | #endif
|
---|
626 | }
|
---|