Move GL state utility mapping to renderer gl
This commit is contained in:
56
src/util.cpp
56
src/util.cpp
@@ -3,6 +3,7 @@
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#include "util.h"
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#include <poly2tri.h>
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#include "app.h"
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#include "renderer_gl/opengl_capabilities.h"
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template<>
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std::vector<vertex_t> poly_remove_duplicate<vertex_t>(const std::vector<vertex_t>& v, const float tollerance)
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@@ -628,16 +629,7 @@ std::string str_replace(const std::string& string, const std::string& search, co
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static const char* gl2str(GLenum err)
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{
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switch (err)
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{
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case GL_NO_ERROR: return "GL_NO_ERROR";
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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_INVALID_FRAMEBUFFER_OPERATION: return "GL_INVALID_FRAMEBUFFER_OPERATION";
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case GL_OUT_OF_MEMORY: return "GL_OUT_OF_MEMORY";
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default: return "Unknown";
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}
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return pp::renderer::gl::opengl_error_name(err);
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}
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double now_seconds()
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@@ -657,7 +649,7 @@ double now_seconds()
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void check_OpenGLError(const char* stmt, const char* fname, int line)
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{
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GLenum err;
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while ((err = glGetError()) != GL_NO_ERROR)
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while ((err = glGetError()) != pp::renderer::gl::no_error_code())
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{
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LOG("OpenGL error %08x (%s), at %s:%i - for %s", err, gl2str(err), fname, line, stmt);
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}
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@@ -735,41 +727,41 @@ void parallel_for(size_t nb_elements, std::function<void(size_t i)> functor, boo
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void gl_state::save()
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{
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assert(App::I->is_render_thread());
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blend = glIsEnabled(GL_BLEND);
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depth_test = glIsEnabled(GL_DEPTH_TEST);
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scissor_test = glIsEnabled(GL_SCISSOR_TEST);
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glGetIntegerv(GL_VIEWPORT, vp);
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glGetFloatv(GL_COLOR_CLEAR_VALUE, cc);
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glGetIntegerv(GL_CURRENT_PROGRAM, &program);
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &fbd);
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glGetIntegerv(GL_READ_FRAMEBUFFER_BINDING, &fbr);
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glGetIntegerv(GL_ACTIVE_TEXTURE, &active_tex);
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glGetIntegerv(GL_TEXTURE_BINDING_CUBE_MAP, &cube);
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blend = glIsEnabled(pp::renderer::gl::blend_state());
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depth_test = glIsEnabled(pp::renderer::gl::depth_test_state());
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scissor_test = glIsEnabled(pp::renderer::gl::scissor_test_state());
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glGetIntegerv(pp::renderer::gl::viewport_query(), vp);
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glGetFloatv(pp::renderer::gl::color_clear_value_query(), cc);
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glGetIntegerv(pp::renderer::gl::current_program_query(), &program);
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glGetIntegerv(pp::renderer::gl::draw_framebuffer_binding_query(), &fbd);
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glGetIntegerv(pp::renderer::gl::read_framebuffer_binding_query(), &fbr);
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glGetIntegerv(pp::renderer::gl::active_texture_query(), &active_tex);
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glGetIntegerv(pp::renderer::gl::texture_binding_cube_map_query(), &cube);
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for (int i = 0; i < 10; ++i)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, tex + i);
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glGetIntegerv(GL_SAMPLER_BINDING, sampler + i);
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glActiveTexture(pp::renderer::gl::active_texture_unit(static_cast<std::uint32_t>(i)));
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glGetIntegerv(pp::renderer::gl::texture_binding_2d_query(), tex + i);
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glGetIntegerv(pp::renderer::gl::sampler_binding_query(), sampler + i);
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}
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}
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void gl_state::restore()
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{
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assert(App::I->is_render_thread());
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blend ? glEnable(GL_BLEND) : glDisable(GL_BLEND);
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depth_test ? glEnable(GL_DEPTH_TEST) : glDisable(GL_DEPTH_TEST);
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scissor_test ? glEnable(GL_SCISSOR_TEST) : glDisable(GL_SCISSOR_TEST);
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blend ? glEnable(pp::renderer::gl::blend_state()) : glDisable(pp::renderer::gl::blend_state());
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depth_test ? glEnable(pp::renderer::gl::depth_test_state()) : glDisable(pp::renderer::gl::depth_test_state());
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scissor_test ? glEnable(pp::renderer::gl::scissor_test_state()) : glDisable(pp::renderer::gl::scissor_test_state());
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glViewport(vp[0], vp[1], vp[2], vp[3]);
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glClearColor(cc[0], cc[1], cc[2], cc[3]);
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, fbd);
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glBindFramebuffer(GL_READ_FRAMEBUFFER, fbr);
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glBindFramebuffer(pp::renderer::gl::draw_framebuffer_target(), fbd);
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glBindFramebuffer(pp::renderer::gl::read_framebuffer_target(), fbr);
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glUseProgram(program);
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for (int i = 0; i < 10; ++i)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glBindTexture(GL_TEXTURE_2D, tex[i]);
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glActiveTexture(pp::renderer::gl::active_texture_unit(static_cast<std::uint32_t>(i)));
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glBindTexture(pp::renderer::gl::texture_2d_target(), tex[i]);
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glBindSampler(i, sampler[i]);
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}
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glActiveTexture(active_tex);
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glBindTexture(GL_TEXTURE_CUBE_MAP, cube);
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glBindTexture(pp::renderer::gl::texture_cube_map_target(), cube);
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}
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