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@@ -47,37 +47,24 @@ OTHER DEALINGS IN THE SOFTWARE.
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namespace crown
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{
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-// //-----------------------------------------------------------------------------
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-// #define gl_check(function)\
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-// {
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-// do\
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-// {\
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-// function;\
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-// while()
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-
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-// } while (0)
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-
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-// GLenum error;
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+//-----------------------------------------------------------------------------
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+static const char* gl_error_to_string(GLenum error)
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+{
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+ switch (error)
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+ {
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+ case GL_INVALID_ENUM: return "GL_INVALID_ENUM";
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+ case GL_INVALID_VALUE: return "GL_INVALID_VALUE";
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+ case GL_INVALID_OPERATION: return "GL_INVALID_OPERATION";
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+ case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
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+ default: return "UNKNOWN_GL_ERROR";
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+ }
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+}
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-// while ((error = glGetError()))
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-// {
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-// switch (error)
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-// {
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-// case GL_INVALID_ENUM:
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-// Log::e("GLRenderer: GL_INVALID_ENUM");
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-// break;
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-// case GL_INVALID_VALUE:
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-// Log::e("GLRenderer: GL_INVALID_VALUE");
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-// break;
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-// case GL_INVALID_OPERATION:
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-// Log::e("GLRenderer: GL_INVALID_OPERATION");
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-// break;
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-// case GL_OUT_OF_MEMORY:
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-// Log::e("GLRenderer: GL_OUT_OF_MEMORY");
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-// break;
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-// }
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-// }
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-// }
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+//-----------------------------------------------------------------------------
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+#define gl_check(function)\
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+ function;\
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+ do { GLenum error; ce_assert((error = glGetError()) == GL_NO_ERROR,\
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+ "OpenGL error: %s", gl_error_to_string(error)); } while (0)
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//-----------------------------------------------------------------------------
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GLRenderer::GLRenderer() :
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@@ -143,19 +130,19 @@ void GLRenderer::init()
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GLenum err = glewInit();
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ce_assert(err == GLEW_OK, "Failed to initialize GLEW");
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- glGetIntegerv(GL_MAX_TEXTURE_SIZE, &m_max_texture_size);
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- glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &m_max_texture_units);
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- glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &m_max_vertex_indices);
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- glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &m_max_vertex_vertices);
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+ gl_check(glGetIntegerv(GL_MAX_TEXTURE_SIZE, &m_max_texture_size));
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+ gl_check(glGetIntegerv(GL_MAX_TEXTURE_IMAGE_UNITS, &m_max_texture_units));
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+ gl_check(glGetIntegerv(GL_MAX_ELEMENTS_INDICES, &m_max_vertex_indices));
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+ gl_check(glGetIntegerv(GL_MAX_ELEMENTS_VERTICES, &m_max_vertex_vertices));
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// Check for anisotropic filter support
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if (GLEW_EXT_texture_filter_anisotropic)
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{
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- glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &m_max_anisotropy);
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+ gl_check(glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &m_max_anisotropy));
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}
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- glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, &m_min_max_point_size[0]);
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- glGetFloatv(GL_LINE_WIDTH_RANGE, &m_min_max_line_width[0]);
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+ gl_check(glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, &m_min_max_point_size[0]));
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+ gl_check(glGetFloatv(GL_LINE_WIDTH_RANGE, &m_min_max_line_width[0]));
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Log::i("OpenGL Vendor\t: %s", glGetString(GL_VENDOR));
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Log::i("OpenGL Renderer\t: %s", glGetString(GL_RENDERER));
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@@ -171,33 +158,33 @@ void GLRenderer::init()
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Log::d("Max Vertex Vertices\t: %d", m_max_vertex_vertices);
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Log::d("Max Anisotropy\t: %f", m_max_anisotropy);
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- glDisable(GL_TEXTURE_2D);
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+ gl_check(glDisable(GL_TEXTURE_2D));
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- glDisable(GL_BLEND);
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- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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- glBlendEquation(GL_FUNC_ADD);
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+ gl_check(glDisable(GL_BLEND));
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+ gl_check(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
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+ gl_check(glBlendEquation(GL_FUNC_ADD));
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- glFrontFace(GL_CCW);
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- glEnable(GL_CULL_FACE);
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- glShadeModel(GL_SMOOTH);
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+ gl_check(glFrontFace(GL_CCW));
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+ gl_check(glEnable(GL_CULL_FACE));
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+ gl_check(glShadeModel(GL_SMOOTH));
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// Set the default framebuffer clear color
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- glClearColor(0.5f, 0.5f, 0.5f, 0.5f);
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+ gl_check(glClearColor(0.5f, 0.5f, 0.5f, 0.5f));
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// Enable depth test
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- glEnable(GL_DEPTH_TEST);
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- glDepthFunc(GL_LEQUAL);
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- glClearDepth(1.0);
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+ gl_check(glEnable(GL_DEPTH_TEST));
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+ gl_check(glDepthFunc(GL_LEQUAL));
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+ gl_check(glClearDepth(1.0));
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// Enable scissor test
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- glEnable(GL_SCISSOR_TEST);
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+ gl_check(glEnable(GL_SCISSOR_TEST));
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// Disable dithering
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- glDisable(GL_DITHER);
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+ gl_check(glDisable(GL_DITHER));
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// Point sprites enabled by default
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- glEnable(GL_POINT_SPRITE);
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- glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE);
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+ gl_check(glEnable(GL_POINT_SPRITE));
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+ gl_check(glTexEnvi(GL_POINT_SPRITE, GL_COORD_REPLACE, GL_TRUE));
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Log::i("OpenGL Renderer initialized.");
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@@ -217,10 +204,10 @@ VertexBufferId GLRenderer::create_vertex_buffer(size_t count, VertexFormat forma
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VertexBuffer& buffer = m_vertex_buffers[id.index];
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- glGenBuffers(1, &buffer.gl_object);
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+ gl_check(glGenBuffers(1, &buffer.gl_object));
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- glBindBuffer(GL_ARRAY_BUFFER, buffer.gl_object);
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- glBufferData(GL_ARRAY_BUFFER, count * Vertex::bytes_per_vertex(format), vertices, GL_STATIC_DRAW);
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+ gl_check(glBindBuffer(GL_ARRAY_BUFFER, buffer.gl_object));
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+ gl_check(glBufferData(GL_ARRAY_BUFFER, count * Vertex::bytes_per_vertex(format), vertices, GL_STATIC_DRAW));
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buffer.count = count;
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buffer.format = format;
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@@ -235,10 +222,10 @@ VertexBufferId GLRenderer::create_dynamic_vertex_buffer(size_t count, VertexForm
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VertexBuffer& buffer = m_vertex_buffers[id.index];
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- glGenBuffers(1, &buffer.gl_object);
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+ gl_check(glGenBuffers(1, &buffer.gl_object));
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- glBindBuffer(GL_ARRAY_BUFFER, buffer.gl_object);
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- glBufferData(GL_ARRAY_BUFFER, count * Vertex::bytes_per_vertex(format), vertices, GL_STREAM_DRAW);
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+ gl_check(glBindBuffer(GL_ARRAY_BUFFER, buffer.gl_object));
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+ gl_check(glBufferData(GL_ARRAY_BUFFER, count * Vertex::bytes_per_vertex(format), vertices, GL_STREAM_DRAW));
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buffer.count = count;
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buffer.format = format;
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@@ -253,9 +240,9 @@ void GLRenderer::update_vertex_buffer(VertexBufferId id, size_t offset, size_t c
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VertexBuffer& buffer = m_vertex_buffers[id.index];
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- glBindBuffer(GL_ARRAY_BUFFER, buffer.gl_object);
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- glBufferSubData(GL_ARRAY_BUFFER, offset * Vertex::bytes_per_vertex(buffer.format),
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- count * Vertex::bytes_per_vertex(buffer.format), vertices);
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+ gl_check(glBindBuffer(GL_ARRAY_BUFFER, buffer.gl_object));
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+ gl_check(glBufferSubData(GL_ARRAY_BUFFER, offset * Vertex::bytes_per_vertex(buffer.format),
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+ count * Vertex::bytes_per_vertex(buffer.format), vertices));
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}
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//-----------------------------------------------------------------------------
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@@ -265,7 +252,7 @@ void GLRenderer::destroy_vertex_buffer(VertexBufferId id)
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VertexBuffer& buffer = m_vertex_buffers[id.index];
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- glDeleteBuffers(1, &buffer.gl_object);
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+ gl_check(glDeleteBuffers(1, &buffer.gl_object));
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m_vertex_buffers_id_table.destroy(id);
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}
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@@ -277,10 +264,10 @@ IndexBufferId GLRenderer::create_index_buffer(size_t count, const void* indices)
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IndexBuffer& buffer = m_index_buffers[id.index];
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- glGenBuffers(1, &buffer.gl_object);
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+ gl_check(glGenBuffers(1, &buffer.gl_object));
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- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.gl_object);
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- glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(GLushort), indices, GL_STATIC_DRAW);
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+ gl_check(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, buffer.gl_object));
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+ gl_check(glBufferData(GL_ELEMENT_ARRAY_BUFFER, count * sizeof(GLushort), indices, GL_STATIC_DRAW));
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buffer.index_count = count;
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@@ -294,7 +281,7 @@ void GLRenderer::destroy_index_buffer(IndexBufferId id)
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IndexBuffer& buffer = m_index_buffers[id.index];
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- glDeleteBuffers(1, &buffer.gl_object);
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+ gl_check(glDeleteBuffers(1, &buffer.gl_object));
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m_index_buffers_id_table.destroy(id);
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}
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@@ -306,15 +293,15 @@ TextureId GLRenderer::create_texture(uint32_t width, uint32_t height, PixelForma
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Texture& gl_texture = m_textures[id.index];
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- glGenTextures(1, &gl_texture.gl_object);
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+ gl_check(glGenTextures(1, &gl_texture.gl_object));
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- glBindTexture(GL_TEXTURE_2D, gl_texture.gl_object);
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+ gl_check(glBindTexture(GL_TEXTURE_2D, gl_texture.gl_object));
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- glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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+ gl_check(glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE));
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// FIXME
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- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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- GL::pixel_format(format), GL_UNSIGNED_BYTE, data);
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+ gl_check(glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0,
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+ GL::pixel_format(format), GL_UNSIGNED_BYTE, data));
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gl_texture.format = format;
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@@ -328,10 +315,10 @@ void GLRenderer::update_texture(TextureId id, uint32_t x, uint32_t y, uint32_t w
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Texture& gl_texture = m_textures[id.index];
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- glBindTexture(GL_TEXTURE_2D, gl_texture.gl_object);
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+ gl_check(glBindTexture(GL_TEXTURE_2D, gl_texture.gl_object));
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- glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL::pixel_format(gl_texture.format),
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- GL_UNSIGNED_BYTE, data);
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+ gl_check(glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, width, height, GL::pixel_format(gl_texture.format),
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+ GL_UNSIGNED_BYTE, data));
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}
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//-----------------------------------------------------------------------------
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@@ -341,7 +328,7 @@ void GLRenderer::destroy_texture(TextureId id)
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Texture& gl_texture = m_textures[id.index];
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- glDeleteTextures(1, &gl_texture.gl_object);
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+ gl_check(glDeleteTextures(1, &gl_texture.gl_object));
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}
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//-----------------------------------------------------------------------------
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@@ -353,20 +340,20 @@ VertexShaderId GLRenderer::create_vertex_shader(const char* program)
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VertexShader& gl_shader = m_vertex_shaders[id.index];
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- gl_shader.gl_object = glCreateShader(GL_VERTEX_SHADER);
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+ gl_shader.gl_object = gl_check(glCreateShader(GL_VERTEX_SHADER));
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- glShaderSource(gl_shader.gl_object, 1, &program, NULL);
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+ gl_check(glShaderSource(gl_shader.gl_object, 1, &program, NULL));
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- glCompileShader(gl_shader.gl_object);
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+ gl_check(glCompileShader(gl_shader.gl_object));
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GLint success;
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- glGetShaderiv(gl_shader.gl_object, GL_COMPILE_STATUS, &success);
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+ gl_check(glGetShaderiv(gl_shader.gl_object, GL_COMPILE_STATUS, &success));
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if (!success)
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{
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GLchar info_log[256];
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- glGetShaderInfoLog(gl_shader.gl_object, 256, NULL, info_log);
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+ gl_check(glGetShaderInfoLog(gl_shader.gl_object, 256, NULL, info_log));
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Log::e("Vertex shader compilation failed.");
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Log::e("Log: %s", info_log);
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@@ -383,7 +370,7 @@ void GLRenderer::destroy_vertex_shader(VertexShaderId id)
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VertexShader& gl_shader = m_vertex_shaders[id.index];
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- glDeleteShader(gl_shader.gl_object);
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+ gl_check(glDeleteShader(gl_shader.gl_object));
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}
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//-----------------------------------------------------------------------------
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@@ -395,20 +382,20 @@ PixelShaderId GLRenderer::create_pixel_shader(const char* program)
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PixelShader& gl_shader = m_pixel_shaders[id.index];
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- gl_shader.gl_object = glCreateShader(GL_FRAGMENT_SHADER);
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+ gl_shader.gl_object = gl_check(glCreateShader(GL_FRAGMENT_SHADER));
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- glShaderSource(gl_shader.gl_object, 1, &program, NULL);
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+ gl_check(glShaderSource(gl_shader.gl_object, 1, &program, NULL));
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- glCompileShader(gl_shader.gl_object);
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+ gl_check(glCompileShader(gl_shader.gl_object));
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GLint success;
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- glGetShaderiv(gl_shader.gl_object, GL_COMPILE_STATUS, &success);
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+ gl_check(glGetShaderiv(gl_shader.gl_object, GL_COMPILE_STATUS, &success));
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if (!success)
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{
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GLchar info_log[256];
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- glGetShaderInfoLog(gl_shader.gl_object, 256, NULL, info_log);
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+ gl_check(glGetShaderInfoLog(gl_shader.gl_object, 256, NULL, info_log));
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Log::e("Pixel shader compilation failed.");
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Log::e("Log: %s", info_log);
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@@ -425,7 +412,7 @@ void GLRenderer::destroy_pixel_shader(PixelShaderId id)
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PixelShader& gl_shader = m_pixel_shaders[id.index];
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- glDeleteShader(gl_shader.gl_object);
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+ gl_check(glDeleteShader(gl_shader.gl_object));
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}
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//-----------------------------------------------------------------------------
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@@ -438,24 +425,24 @@ GPUProgramId GLRenderer::create_gpu_program(VertexShaderId vs, PixelShaderId ps)
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GPUProgram& gl_program = m_gpu_programs[id.index];
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- gl_program.gl_object = glCreateProgram();
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+ gl_program.gl_object = gl_check(glCreateProgram());
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- glAttachShader(gl_program.gl_object, m_vertex_shaders[id.index].gl_object);
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- glAttachShader(gl_program.gl_object, m_pixel_shaders[id.index].gl_object);
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+ gl_check(glAttachShader(gl_program.gl_object, m_vertex_shaders[id.index].gl_object));
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+ gl_check(glAttachShader(gl_program.gl_object, m_pixel_shaders[id.index].gl_object));
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- glBindAttribLocation(gl_program.gl_object, SA_VERTEX, "vertex");
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- glBindAttribLocation(gl_program.gl_object, SA_COORDS, "coords");
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- glBindAttribLocation(gl_program.gl_object, SA_NORMAL, "normal");
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+ gl_check(glBindAttribLocation(gl_program.gl_object, SA_VERTEX, "vertex"));
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+ gl_check(glBindAttribLocation(gl_program.gl_object, SA_COORDS, "coords"));
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+ gl_check(glBindAttribLocation(gl_program.gl_object, SA_NORMAL, "normal"));
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- glLinkProgram(gl_program.gl_object);
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+ gl_check(glLinkProgram(gl_program.gl_object));
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GLint success;
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- glGetProgramiv(gl_program.gl_object, GL_LINK_STATUS, &success);
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+ gl_check(glGetProgramiv(gl_program.gl_object, GL_LINK_STATUS, &success));
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if (!success)
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{
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GLchar info_log[256];
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- glGetProgramInfoLog(gl_program.gl_object, 256, NULL, info_log);
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+ gl_check(glGetProgramInfoLog(gl_program.gl_object, 256, NULL, info_log));
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Log::e("GPU program compilation failed.\n");
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Log::e("Log: %s", info_log);
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}
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@@ -470,7 +457,7 @@ void GLRenderer::destroy_gpu_program(GPUProgramId id)
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GPUProgram& gl_program = m_gpu_programs[id.index];
|
|
|
|
|
|
- glDeleteProgram(gl_program.gl_object);
|
|
|
+ gl_check(glDeleteProgram(gl_program.gl_object));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -480,7 +467,7 @@ void GLRenderer::set_gpu_program_bool_uniform(GPUProgramId id, const char* name,
|
|
|
|
|
|
const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
|
|
|
|
|
|
- glUniform1i(uniform, (GLint) value);
|
|
|
+ gl_check(glUniform1i(uniform, (GLint) value));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -490,7 +477,7 @@ void GLRenderer::set_gpu_program_int_uniform(GPUProgramId id, const char* name,
|
|
|
|
|
|
const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
|
|
|
|
|
|
- glUniform1i(uniform, (GLint) value);
|
|
|
+ gl_check(glUniform1i(uniform, (GLint) value));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -500,7 +487,7 @@ void GLRenderer::set_gpu_program_vec2_uniform(GPUProgramId id, const char* name,
|
|
|
|
|
|
const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
|
|
|
|
|
|
- glUniform2fv(uniform, 1, value.to_float_ptr());
|
|
|
+ gl_check(glUniform2fv(uniform, 1, value.to_float_ptr()));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -510,7 +497,7 @@ void GLRenderer::set_gpu_program_vec3_uniform(GPUProgramId id, const char* name,
|
|
|
|
|
|
const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
|
|
|
|
|
|
- glUniform3fv(uniform, 1, value.to_float_ptr());
|
|
|
+ gl_check(glUniform3fv(uniform, 1, value.to_float_ptr()));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -520,7 +507,7 @@ void GLRenderer::set_gpu_program_vec4_uniform(GPUProgramId id, const char* name,
|
|
|
|
|
|
const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
|
|
|
|
|
|
- glUniform4fv(uniform, 1, value.to_float_ptr());
|
|
|
+ gl_check(glUniform4fv(uniform, 1, value.to_float_ptr()));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -530,7 +517,7 @@ void GLRenderer::set_gpu_porgram_mat3_uniform(GPUProgramId id, const char* name,
|
|
|
|
|
|
const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
|
|
|
|
|
|
- glUniformMatrix3fv(uniform, 1, GL_FALSE, value.to_float_ptr());
|
|
|
+ gl_check(glUniformMatrix3fv(uniform, 1, GL_FALSE, value.to_float_ptr()));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -540,7 +527,7 @@ void GLRenderer::set_gpu_program_mat4_uniform(GPUProgramId id, const char* name,
|
|
|
|
|
|
const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
|
|
|
|
|
|
- glUniformMatrix4fv(uniform, 1, GL_FALSE, value.to_float_ptr());
|
|
|
+ gl_check(glUniformMatrix4fv(uniform, 1, GL_FALSE, value.to_float_ptr()));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -550,7 +537,7 @@ void GLRenderer::set_gpu_program_sampler_uniform(GPUProgramId id, const char* na
|
|
|
|
|
|
const GLint uniform = find_gpu_program_uniform(m_gpu_programs[id.index].gl_object, name);
|
|
|
|
|
|
- glUniform1i(uniform, (GLint) value);
|
|
|
+ gl_check(glUniform1i(uniform, (GLint) value));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -560,7 +547,7 @@ void GLRenderer::bind_gpu_program(GPUProgramId id) const
|
|
|
|
|
|
const GPUProgram& gl_program = m_gpu_programs[id.index];
|
|
|
|
|
|
- glUseProgram(gl_program.gl_object);
|
|
|
+ gl_check(glUseProgram(gl_program.gl_object));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -572,17 +559,17 @@ void GLRenderer::bind_gpu_program(GPUProgramId id) const
|
|
|
|
|
|
// if (GLEW_EXT_framebuffer_object)
|
|
|
// {
|
|
|
-// glGenFramebuffersEXT(1, &buffer.gl_frame_buffer);
|
|
|
-// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, buffer.gl_frame_buffer);
|
|
|
+// gl_check(glGenFramebuffersEXT(1, &buffer.gl_check(gl_frame_buffer));
|
|
|
+// gl_check(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, buffer.gl_check(gl_frame_buffer));
|
|
|
|
|
|
-// glGenRenderbuffersEXT(1, &buffer.gl_render_buffer);
|
|
|
-// glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, buffer.gl_render_buffer);
|
|
|
+// gl_check(glGenRenderbuffersEXT(1, &buffer.gl_check(gl_render_buffer));
|
|
|
+// gl_check(glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, buffer.gl_check(gl_render_buffer));
|
|
|
|
|
|
-// glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, width, height);
|
|
|
+// gl_check(glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_RGBA8, width, height));
|
|
|
|
|
|
-// glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, buffer.gl_render_buffer);
|
|
|
+// gl_check(glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, GL_RENDERBUFFER_EXT, buffer.gl_check(gl_render_buffer));
|
|
|
|
|
|
-// glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
|
|
|
+// gl_check(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
|
|
|
// }
|
|
|
|
|
|
// return id;
|
|
|
@@ -595,8 +582,8 @@ void GLRenderer::bind_gpu_program(GPUProgramId id) const
|
|
|
|
|
|
// if (GLEW_EXT_framebuffer_object)
|
|
|
// {
|
|
|
-// glDeleteFramebuffersEXT(1, &buffer.gl_frame_buffer);
|
|
|
-// glDeleteRenderbuffersEXT(1, &buffer.gl_render_buffer);
|
|
|
+// gl_check(glDeleteFramebuffersEXT(1, &buffer.gl_check(gl_frame_buffer));
|
|
|
+// gl_check(glDeleteRenderbuffersEXT(1, &buffer.gl_check(gl_render_buffer));
|
|
|
// }
|
|
|
|
|
|
// m_render_buffers_id_table.destroy(id);
|
|
|
@@ -605,7 +592,7 @@ void GLRenderer::bind_gpu_program(GPUProgramId id) const
|
|
|
//-----------------------------------------------------------------------------
|
|
|
void GLRenderer::set_clear_color(const Color4& color)
|
|
|
{
|
|
|
- glClearColor(color.r, color.g, color.b, color.a);
|
|
|
+ gl_check(glClearColor(color.r, color.g, color.b, color.a));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -627,8 +614,8 @@ void GLRenderer::bind_texture(uint32_t unit, TextureId texture)
|
|
|
m_texture_unit_target[unit] = GL_TEXTURE_2D;
|
|
|
m_texture_unit[unit] = m_textures[texture.index].gl_object;
|
|
|
|
|
|
- glEnable(m_texture_unit_target[unit]);
|
|
|
- glBindTexture(m_texture_unit_target[unit], m_texture_unit[unit]);
|
|
|
+ gl_check(glEnable(m_texture_unit_target[unit]));
|
|
|
+ gl_check(glBindTexture(m_texture_unit_target[unit], m_texture_unit[unit]));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -639,21 +626,21 @@ void GLRenderer::set_texturing(uint32_t unit, bool texturing)
|
|
|
|
|
|
if (texturing)
|
|
|
{
|
|
|
- glEnable(m_texture_unit_target[unit]);
|
|
|
+ gl_check(glEnable(m_texture_unit_target[unit]));
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- glDisable(m_texture_unit_target[unit]);
|
|
|
+ gl_check(glDisable(m_texture_unit_target[unit]));
|
|
|
}
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
void GLRenderer::set_texture_wrap(uint32_t unit, TextureWrap wrap)
|
|
|
{
|
|
|
- GLenum glWrap = GL::texture_wrap(wrap);
|
|
|
+ GLenum gl_wrap = GL::texture_wrap(wrap);
|
|
|
|
|
|
- glTexParameteri(m_texture_unit_target[unit], GL_TEXTURE_WRAP_S, glWrap);
|
|
|
- glTexParameteri(m_texture_unit_target[unit], GL_TEXTURE_WRAP_T, glWrap);
|
|
|
+ gl_check(glTexParameteri(m_texture_unit_target[unit], GL_TEXTURE_WRAP_S, gl_wrap));
|
|
|
+ gl_check(glTexParameteri(m_texture_unit_target[unit], GL_TEXTURE_WRAP_T, gl_wrap));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -662,13 +649,13 @@ void GLRenderer::set_texture_filter(uint32_t unit, TextureFilter filter)
|
|
|
if (!activate_texture_unit(unit))
|
|
|
return;
|
|
|
|
|
|
- GLint minFilter;
|
|
|
- GLint magFilter;
|
|
|
+ GLint min_filter;
|
|
|
+ GLint mag_filter;
|
|
|
|
|
|
- GL::texture_filter(filter, minFilter, magFilter);
|
|
|
+ GL::texture_filter(filter, min_filter, mag_filter);
|
|
|
|
|
|
- glTexParameteri(m_texture_unit_target[unit], GL_TEXTURE_MIN_FILTER, minFilter);
|
|
|
- glTexParameteri(m_texture_unit_target[unit], GL_TEXTURE_MAG_FILTER, magFilter);
|
|
|
+ gl_check(glTexParameteri(m_texture_unit_target[unit], GL_TEXTURE_MIN_FILTER, min_filter));
|
|
|
+ gl_check(glTexParameteri(m_texture_unit_target[unit], GL_TEXTURE_MAG_FILTER, mag_filter));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -676,11 +663,11 @@ void GLRenderer::set_backface_culling(bool culling)
|
|
|
{
|
|
|
if (culling)
|
|
|
{
|
|
|
- glEnable(GL_CULL_FACE);
|
|
|
+ gl_check(glEnable(GL_CULL_FACE));
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- glDisable(GL_CULL_FACE);
|
|
|
+ gl_check(glDisable(GL_CULL_FACE));
|
|
|
}
|
|
|
}
|
|
|
|
|
|
@@ -689,26 +676,26 @@ void GLRenderer::set_depth_test(bool test)
|
|
|
{
|
|
|
if (test)
|
|
|
{
|
|
|
- glEnable(GL_DEPTH_TEST);
|
|
|
+ gl_check(glEnable(GL_DEPTH_TEST));
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- glDisable(GL_DEPTH_TEST);
|
|
|
+ gl_check(glDisable(GL_DEPTH_TEST));
|
|
|
}
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
void GLRenderer::set_depth_write(bool write)
|
|
|
{
|
|
|
- glDepthMask((GLboolean) write);
|
|
|
+ gl_check(glDepthMask((GLboolean) write));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
void GLRenderer::set_depth_func(CompareFunction func)
|
|
|
{
|
|
|
- GLenum glFunc = GL::compare_function(func);
|
|
|
+ GLenum gl_func = GL::compare_function(func);
|
|
|
|
|
|
- glDepthFunc(glFunc);
|
|
|
+ gl_check(glDepthFunc(gl_func));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -716,27 +703,27 @@ void GLRenderer::set_blending(bool blending)
|
|
|
{
|
|
|
if (blending)
|
|
|
{
|
|
|
- glEnable(GL_BLEND);
|
|
|
+ gl_check(glEnable(GL_BLEND));
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- glDisable(GL_BLEND);
|
|
|
+ gl_check(glDisable(GL_BLEND));
|
|
|
}
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
void GLRenderer::set_blending_params(BlendEquation equation, BlendFunction src, BlendFunction dst, const Color4& color)
|
|
|
{
|
|
|
- GLenum glEquation = GL::blend_equation(equation);
|
|
|
+ GLenum gl_equation = GL::blend_equation(equation);
|
|
|
|
|
|
- glBlendEquation(glEquation);
|
|
|
+ gl_check(glBlendEquation(gl_equation));
|
|
|
|
|
|
- GLenum glSrcFactor = GL::blend_function(src);
|
|
|
- GLenum glDstFactor = GL::blend_function(dst);
|
|
|
+ GLenum gl_src_factor = GL::blend_function(src);
|
|
|
+ GLenum gl_dst_factor = GL::blend_function(dst);
|
|
|
|
|
|
- glBlendFunc(glSrcFactor, glDstFactor);
|
|
|
+ gl_check(glBlendFunc(gl_src_factor, gl_dst_factor));
|
|
|
|
|
|
- glBlendColor(color.r, color.g, color.b, color.a);
|
|
|
+ gl_check(glBlendColor(color.r, color.g, color.b, color.a));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -744,25 +731,20 @@ void GLRenderer::set_color_write(bool write)
|
|
|
{
|
|
|
if (write)
|
|
|
{
|
|
|
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
|
|
|
+ gl_check(glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE));
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
+ gl_check(glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE));
|
|
|
}
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
void GLRenderer::set_front_face(FrontFace face)
|
|
|
{
|
|
|
- GLenum glFace = GL_CCW;
|
|
|
-
|
|
|
- if (face == FF_CW)
|
|
|
- {
|
|
|
- glFace = GL_CW;
|
|
|
- }
|
|
|
+ const GLenum gl_face = (face == FF_CCW) ? GL_CCW : GL_CW;
|
|
|
|
|
|
- glFrontFace(glFace);
|
|
|
+ gl_check(glFrontFace(gl_face));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -773,7 +755,7 @@ void GLRenderer::set_viewport_params(int32_t x, int32_t y, int32_t width, int32_
|
|
|
m_viewport[2] = width;
|
|
|
m_viewport[3] = height;
|
|
|
|
|
|
- glViewport(x, y, width, height);
|
|
|
+ gl_check(glViewport(x, y, width, height));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -790,11 +772,11 @@ void GLRenderer::set_scissor(bool scissor)
|
|
|
{
|
|
|
if (scissor)
|
|
|
{
|
|
|
- glEnable(GL_SCISSOR_TEST);
|
|
|
+ gl_check(glEnable(GL_SCISSOR_TEST));
|
|
|
}
|
|
|
else
|
|
|
{
|
|
|
- glDisable(GL_SCISSOR_TEST);
|
|
|
+ gl_check(glDisable(GL_SCISSOR_TEST));
|
|
|
}
|
|
|
}
|
|
|
|
|
|
@@ -806,7 +788,7 @@ void GLRenderer::set_scissor_params(int32_t x, int32_t y, int32_t width, int32_t
|
|
|
m_scissor[2] = width;
|
|
|
m_scissor[3] = height;
|
|
|
|
|
|
- glScissor(x, y, width, height);
|
|
|
+ gl_check(glScissor(x, y, width, height));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -822,7 +804,7 @@ void GLRenderer::get_scissor_params(int32_t& x, int32_t& y, int32_t& width, int3
|
|
|
void GLRenderer::frame()
|
|
|
{
|
|
|
// Clear frame/depth buffer
|
|
|
- glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
+ gl_check(glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT));
|
|
|
|
|
|
// Bind the default gpu program
|
|
|
bind_gpu_program(m_default_gpu_program);
|
|
|
@@ -830,7 +812,7 @@ void GLRenderer::frame()
|
|
|
set_gpu_program_mat4_uniform(m_default_gpu_program, "mvp_matrix", m_model_view_projection_matrix);
|
|
|
set_gpu_program_vec3_uniform(m_default_gpu_program, "color", Vec3(0, 1, 0));
|
|
|
|
|
|
- glFinish();
|
|
|
+ gl_check(glFinish());
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -872,38 +854,38 @@ void GLRenderer::bind_vertex_buffer(VertexBufferId vb) const
|
|
|
|
|
|
const VertexBuffer& vertex_buffer = m_vertex_buffers[vb.index];
|
|
|
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer.gl_object);
|
|
|
+ gl_check(glBindBuffer(GL_ARRAY_BUFFER, vertex_buffer.gl_object));
|
|
|
|
|
|
switch (vertex_buffer.format)
|
|
|
{
|
|
|
case VF_XY_FLOAT_32:
|
|
|
{
|
|
|
- glEnableVertexAttribArray(SA_VERTEX);
|
|
|
- glVertexAttribPointer(SA_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
+ gl_check(glEnableVertexAttribArray(SA_VERTEX));
|
|
|
+ gl_check(glVertexAttribPointer(SA_VERTEX, 2, GL_FLOAT, GL_FALSE, 0, 0));
|
|
|
break;
|
|
|
}
|
|
|
case VF_XYZ_FLOAT_32:
|
|
|
{
|
|
|
- glEnableVertexAttribArray(SA_VERTEX);
|
|
|
- glVertexAttribPointer(SA_VERTEX, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
+ gl_check(glEnableVertexAttribArray(SA_VERTEX));
|
|
|
+ gl_check(glVertexAttribPointer(SA_VERTEX, 3, GL_FLOAT, GL_FALSE, 0, 0));
|
|
|
break;
|
|
|
}
|
|
|
case VF_UV_FLOAT_32:
|
|
|
{
|
|
|
- glEnableVertexAttribArray(SA_COORDS);
|
|
|
- glVertexAttribPointer(SA_COORDS, 2, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
+ gl_check(glEnableVertexAttribArray(SA_COORDS));
|
|
|
+ gl_check(glVertexAttribPointer(SA_COORDS, 2, GL_FLOAT, GL_FALSE, 0, 0));
|
|
|
break;
|
|
|
}
|
|
|
case VF_UVT_FLOAT_32:
|
|
|
{
|
|
|
- glEnableVertexAttribArray(SA_COORDS);
|
|
|
- glVertexAttribPointer(SA_COORDS, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
+ gl_check(glEnableVertexAttribArray(SA_COORDS));
|
|
|
+ gl_check(glVertexAttribPointer(SA_COORDS, 3, GL_FLOAT, GL_FALSE, 0, 0));
|
|
|
break;
|
|
|
}
|
|
|
case VF_XYZ_NORMAL_FLOAT_32:
|
|
|
{
|
|
|
- glEnableVertexAttribArray(SA_NORMAL);
|
|
|
- glVertexAttribPointer(SA_NORMAL, 3, GL_FLOAT, GL_FALSE, 0, 0);
|
|
|
+ gl_check(glEnableVertexAttribArray(SA_NORMAL));
|
|
|
+ gl_check(glVertexAttribPointer(SA_NORMAL, 3, GL_FLOAT, GL_FALSE, 0, 0));
|
|
|
break;
|
|
|
}
|
|
|
case VF_XYZ_UV_XYZ_NORMAL_FLOAT_32:
|
|
|
@@ -925,9 +907,9 @@ void GLRenderer::draw_triangles(IndexBufferId id) const
|
|
|
|
|
|
const IndexBuffer& index_buffer = m_index_buffers[id.index];
|
|
|
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer.gl_object);
|
|
|
+ gl_check(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, index_buffer.gl_object));
|
|
|
|
|
|
- glDrawElements(GL_TRIANGLES, index_buffer.index_count, GL_UNSIGNED_SHORT, 0);
|
|
|
+ gl_check(glDrawElements(GL_TRIANGLES, index_buffer.index_count, GL_UNSIGNED_SHORT, 0));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -941,19 +923,19 @@ void GLRenderer::draw_triangles(IndexBufferId id) const
|
|
|
//-----------------------------------------------------------------------------
|
|
|
void GLRenderer::draw_lines(const float* vertices, const float* colors, uint32_t count)
|
|
|
{
|
|
|
- glBindBuffer(GL_ARRAY_BUFFER, 0);
|
|
|
- glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
|
+ gl_check(glBindBuffer(GL_ARRAY_BUFFER, 0));
|
|
|
+ gl_check(glBindBuffer(GL_ELEMENT_ARRAY_BUFFER, 0));
|
|
|
|
|
|
- glEnableClientState(GL_VERTEX_ARRAY);
|
|
|
- glEnableClientState(GL_COLOR_ARRAY);
|
|
|
+ gl_check(glEnableClientState(GL_VERTEX_ARRAY));
|
|
|
+ gl_check(glEnableClientState(GL_COLOR_ARRAY));
|
|
|
|
|
|
- glVertexPointer(3, GL_FLOAT, 0, vertices);
|
|
|
- glColorPointer(4, GL_FLOAT, 0, colors);
|
|
|
+ gl_check(glVertexPointer(3, GL_FLOAT, 0, vertices));
|
|
|
+ gl_check(glColorPointer(4, GL_FLOAT, 0, colors));
|
|
|
|
|
|
- glDrawArrays(GL_LINES, 0, count);
|
|
|
+ gl_check(glDrawArrays(GL_LINES, 0, count));
|
|
|
|
|
|
- glDisableClientState(GL_COLOR_ARRAY);
|
|
|
- glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
+ gl_check(glDisableClientState(GL_COLOR_ARRAY));
|
|
|
+ gl_check(glDisableClientState(GL_VERTEX_ARRAY));
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
|
@@ -1014,7 +996,7 @@ bool GLRenderer::activate_texture_unit(uint32_t unit)
|
|
|
return false;
|
|
|
}
|
|
|
|
|
|
- glActiveTexture(GL_TEXTURE0 + unit);
|
|
|
+ gl_check(glActiveTexture(GL_TEXTURE0 + unit));
|
|
|
m_active_texture_unit = unit;
|
|
|
|
|
|
return true;
|
|
|
@@ -1023,7 +1005,7 @@ bool GLRenderer::activate_texture_unit(uint32_t unit)
|
|
|
//-----------------------------------------------------------------------------
|
|
|
GLint GLRenderer::find_gpu_program_uniform(GLuint program, const char* name) const
|
|
|
{
|
|
|
- GLint uniform = glGetUniformLocation(program, name);
|
|
|
+ GLint uniform = gl_check(glGetUniformLocation(program, name));
|
|
|
|
|
|
ce_assert(uniform != -1, "Uniform does not exist");
|
|
|
|