Centralize retained UI GL dispatch
This commit is contained in:
@@ -13,11 +13,21 @@ inline void enable_opengl_state(std::uint32_t state) noexcept
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glEnable(static_cast<GLenum>(state));
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}
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inline std::uint8_t is_opengl_state_enabled(std::uint32_t state) noexcept
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{
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return static_cast<std::uint8_t>(glIsEnabled(static_cast<GLenum>(state)));
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}
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inline void disable_opengl_state(std::uint32_t state) noexcept
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{
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glDisable(static_cast<GLenum>(state));
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}
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inline void activate_opengl_texture(std::uint32_t texture_unit) noexcept
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{
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glActiveTexture(static_cast<GLenum>(texture_unit));
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}
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inline void clear_opengl_buffer(std::uint32_t mask) noexcept
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{
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glClear(static_cast<GLbitfield>(mask));
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@@ -33,6 +43,11 @@ inline void set_opengl_viewport(std::int32_t x, std::int32_t y, std::int32_t wid
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glViewport(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
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}
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inline void set_opengl_scissor(std::int32_t x, std::int32_t y, std::int32_t width, std::int32_t height) noexcept
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{
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glScissor(static_cast<GLint>(x), static_cast<GLint>(y), static_cast<GLsizei>(width), static_cast<GLsizei>(height));
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}
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inline void bind_opengl_texture(std::uint32_t target, std::uint32_t texture) noexcept
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{
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glBindTexture(static_cast<GLenum>(target), static_cast<GLuint>(texture));
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@@ -61,6 +76,17 @@ inline std::array<std::int32_t, 4> query_viewport(const char* context)
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return viewport;
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}
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inline pp::renderer::gl::OpenGlViewportRect query_viewport_rect(const char* context)
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{
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const auto result = pp::renderer::gl::query_opengl_viewport(
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pp::renderer::gl::OpenGlViewportQueryDispatch {
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.get_integer = get_opengl_integer,
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});
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if (!result.ok())
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LOG("%s viewport query dispatch failed because: %s", context, result.status().message);
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return result.value();
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}
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inline std::array<float, 4> query_clear_color(const char* context)
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{
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std::array<float, 4> color {};
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@@ -69,6 +95,20 @@ inline std::array<float, 4> query_clear_color(const char* context)
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return color;
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}
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inline bool query_capability(std::uint32_t state, const char* context)
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{
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const auto result = pp::renderer::gl::query_opengl_capability_state(
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state,
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pp::renderer::gl::OpenGlCapabilityStateQueryDispatch {
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.is_enabled = is_opengl_state_enabled,
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});
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if (!result.ok()) {
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LOG("%s capability query failed because: %s", context, result.status().message);
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return false;
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}
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return result.value();
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}
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inline void set_capability(std::uint32_t state, bool enabled, const char* context)
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{
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const auto status = pp::renderer::gl::apply_opengl_capability(
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@@ -82,6 +122,17 @@ inline void set_capability(std::uint32_t state, bool enabled, const char* contex
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LOG("%s capability dispatch failed because: %s", context, status.message);
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}
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inline void activate_texture_unit(std::uint32_t unit_index, const char* context)
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{
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const auto status = pp::renderer::gl::activate_opengl_texture_unit(
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unit_index,
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pp::renderer::gl::OpenGlActiveTextureDispatch {
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.active_texture = activate_opengl_texture,
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});
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if (!status.ok())
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LOG("%s active texture dispatch failed because: %s", context, status.message);
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}
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inline void set_blend_enabled(bool enabled, const char* context)
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{
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set_capability(pp::renderer::gl::blend_state(), enabled, context);
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@@ -108,6 +159,30 @@ inline void apply_viewport(
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LOG("%s viewport dispatch failed because: %s", context, status.message);
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}
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inline void apply_scissor_rect(
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std::int32_t x,
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std::int32_t y,
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std::int32_t width,
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std::int32_t height,
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const char* context)
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{
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const auto status = pp::renderer::gl::apply_opengl_scissor_rect(
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pp::renderer::gl::OpenGlScissorRect {
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.enabled = 1U,
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.x = x,
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.y = y,
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.width = width,
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.height = height,
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},
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pp::renderer::gl::OpenGlScissorDispatch {
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.enable = enable_opengl_state,
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.disable = disable_opengl_state,
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.scissor = set_opengl_scissor,
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});
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if (!status.ok())
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LOG("%s scissor dispatch failed because: %s", context, status.message);
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}
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inline void clear_color_buffer(std::array<float, 4> color, const char* context)
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{
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const auto status = pp::renderer::gl::clear_opengl_render_target(
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