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- /*
- Copyright (C) 2015 by Ivan Safrin
-
- Permission is hereby granted, free of charge, to any person obtaining a copy
- of this software and associated documentation files (the "Software"), to deal
- in the Software without restriction, including without limitation the rights
- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
- copies of the Software, and to permit persons to whom the Software is
- furnished to do so, subject to the following conditions:
-
- The above copyright notice and this permission notice shall be included in
- all copies or substantial portions of the Software.
-
- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
- THE SOFTWARE.
- */
- #include "PolyOpenGLGraphicsInterface.h"
- using namespace Polycode;
- OpenGLGraphicsInterface::OpenGLGraphicsInterface() {
- }
- OpenGLGraphicsInterface::~OpenGLGraphicsInterface() {
-
- }
- void OpenGLGraphicsInterface::executeDrawCall(const GPUDrawCall& drawCall) {
-
- }
- void OpenGLGraphicsInterface::createTexture(Texture *texture, int filteringMode, int anisotropy, bool createMipmaps) {
- if(!texture->platformData) {
- texture->platformData = (void*) new GLuint;
- glGenTextures(1, (GLuint*)texture->platformData);
- }
-
- GLuint textureID = *((GLuint*)texture->platformData);
-
- glBindTexture(GL_TEXTURE_2D, textureID);
-
- if(texture->clamp) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- } else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- }
-
- GLenum glTextureType;
- GLuint glTextureFormat;
- GLenum pixelType;
-
- switch(texture->type) {
- case Image::IMAGE_RGB:
- glTextureType = GL_RGB;
- glTextureFormat = GL_RGB;
- pixelType = GL_UNSIGNED_BYTE;
- break;
- case Image::IMAGE_FP16:
- glTextureType = GL_RGB;
- glTextureFormat = GL_RGB;
- pixelType = GL_FLOAT;
- break;
- default:
- glTextureType = GL_RGBA;
- glTextureFormat = GL_RGBA;
- pixelType = GL_UNSIGNED_BYTE;
- break;
- }
-
-
- switch(filteringMode) {
- case Renderer::TEX_FILTERING_LINEAR:
-
- if(anisotropy > 0) {
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy);
- }
-
- if(createMipmaps) {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- if(texture->getTextureData()) {
- gluBuild2DMipmaps(GL_TEXTURE_2D, glTextureFormat, texture->getWidth(), texture->getHeight(), glTextureType, pixelType, texture->getTextureData());
- }
- } else {
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- if(texture->getTextureData()) {
- glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, texture->getWidth(), texture->getHeight(), 0, glTextureType, pixelType, texture->getTextureData());
- }
- }
- break;
- case Renderer::TEX_FILTERING_NEAREST:
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- if(texture->getTextureData()) {
- glTexImage2D(GL_TEXTURE_2D, 0, glTextureFormat, texture->getWidth(), texture->getHeight(), 0, glTextureType, pixelType, texture->getTextureData());
- }
- break;
- }
- }
- void OpenGLGraphicsInterface::setViewport(unsigned int x,unsigned int y,unsigned int width, unsigned height) {
- glViewport(x, y, width, height);
- }
- void OpenGLGraphicsInterface::clearBuffers(bool colorBuffer, bool depthBuffer, bool stencilBuffer) {
- GLbitfield clearMask = 0;
-
- if(colorBuffer) {
- clearMask = clearMask | GL_COLOR_BUFFER_BIT;
- }
-
- if(depthBuffer) {
- clearMask = clearMask | GL_DEPTH_BUFFER_BIT;
- }
-
- if(stencilBuffer) {
- clearMask = clearMask | GL_STENCIL_BUFFER_BIT;
- }
-
-
- glClear(clearMask);
- }
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