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/*
This file is part of Magnum.
Copyright © 2010, 2011, 2012, 2013, 2014, 2015
Vladimír Vondruš <mosra@centrum.cz>
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 "Renderer.h"
#include "Magnum/Context.h"
#include "Magnum/Extensions.h"
#include "Magnum/Math/Color.h"
#include "Magnum/Math/Range.h"
#include "Implementation/State.h"
#include "Implementation/RendererState.h"
namespace Magnum {
void Renderer::enable(const Feature feature) {
glEnable(GLenum(feature));
}
void Renderer::disable(const Feature feature) {
glDisable(GLenum(feature));
}
void Renderer::setFeature(const Feature feature, const bool enabled) {
enabled ? enable(feature) : disable(feature);
}
void Renderer::setHint(const Hint target, const HintMode mode) {
glHint(GLenum(target), GLenum(mode));
}
void Renderer::setClearColor(const Color4& color) {
glClearColor(color.r(), color.g(), color.b(), color.a());
}
#ifndef MAGNUM_TARGET_GLES
void Renderer::setClearDepth(const Double depth) {
glClearDepth(depth);
}
#endif
void Renderer::setClearDepth(Float depth) {
Context::current()->state().renderer->clearDepthfImplementation(depth);
}
void Renderer::setClearStencil(const Int stencil) {
glClearStencil(stencil);
}
void Renderer::setFrontFace(const FrontFace mode) {
glFrontFace(GLenum(mode));
}
void Renderer::setFaceCullingMode(const PolygonFacing mode) {
glCullFace(GLenum(mode));
}
#ifndef MAGNUM_TARGET_GLES
void Renderer::setProvokingVertex(const ProvokingVertex mode) {
glProvokingVertex(GLenum(mode));
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
void Renderer::setPolygonMode(const PolygonMode mode) {
#ifndef CORRADE_TARGET_NACL
#ifndef MAGNUM_TARGET_GLES
glPolygonMode
#else
glPolygonModeNV
#endif
(GL_FRONT_AND_BACK, GLenum(mode));
#else
static_cast<void>(mode);
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
void Renderer::setPolygonOffset(const Float factor, const Float units) {
glPolygonOffset(factor, units);
}
void Renderer::setLineWidth(const Float width) {
glLineWidth(width);
}
#ifndef MAGNUM_TARGET_GLES
void Renderer::setPointSize(const Float size) {
glPointSize(size);
}
#endif
void Renderer::setScissor(const Range2Di& rectangle) {
glScissor(rectangle.left(), rectangle.bottom(), rectangle.sizeX(), rectangle.sizeY());
}
void Renderer::setStencilFunction(const PolygonFacing facing, const StencilFunction function, const Int referenceValue, const UnsignedInt mask) {
glStencilFuncSeparate(GLenum(facing), GLenum(function), referenceValue, mask);
}
void Renderer::setStencilFunction(const StencilFunction function, const Int referenceValue, const UnsignedInt mask) {
glStencilFunc(GLenum(function), referenceValue, mask);
}
void Renderer::setStencilOperation(const PolygonFacing facing, const StencilOperation stencilFail, const StencilOperation depthFail, const StencilOperation depthPass) {
glStencilOpSeparate(GLenum(facing), GLenum(stencilFail), GLenum(depthFail), GLenum(depthPass));
}
void Renderer::setStencilOperation(const StencilOperation stencilFail, const StencilOperation depthFail, const StencilOperation depthPass) {
glStencilOp(GLenum(stencilFail), GLenum(depthFail), GLenum(depthPass));
}
void Renderer::setDepthFunction(const DepthFunction function) {
glDepthFunc(GLenum(function));
}
void Renderer::setColorMask(const GLboolean allowRed, const GLboolean allowGreen, const GLboolean allowBlue, const GLboolean allowAlpha) {
glColorMask(allowRed, allowGreen, allowBlue, allowAlpha);
}
void Renderer::setDepthMask(const GLboolean allow) {
glDepthMask(allow);
}
void Renderer::setStencilMask(const PolygonFacing facing, const UnsignedInt allowBits) {
glStencilMaskSeparate(GLenum(facing), allowBits);
}
void Renderer::setStencilMask(const UnsignedInt allowBits) {
glStencilMask(allowBits);
}
void Renderer::setBlendEquation(const BlendEquation equation) {
glBlendEquation(GLenum(equation));
}
void Renderer::setBlendEquation(const BlendEquation rgb, const BlendEquation alpha) {
glBlendEquationSeparate(GLenum(rgb), GLenum(alpha));
}
void Renderer::setBlendFunction(const BlendFunction source, const BlendFunction destination) {
glBlendFunc(GLenum(source), GLenum(destination));
}
void Renderer::setBlendFunction(const BlendFunction sourceRgb, const BlendFunction destinationRgb, const BlendFunction sourceAlpha, const BlendFunction destinationAlpha) {
glBlendFuncSeparate(GLenum(sourceRgb), GLenum(destinationRgb), GLenum(sourceAlpha), GLenum(destinationAlpha));
}
void Renderer::setBlendColor(const Color4& color) {
glBlendColor(color.r(), color.g(), color.b(), color.a());
}
#ifndef MAGNUM_TARGET_GLES
void Renderer::setLogicOperation(const LogicOperation operation) {
glLogicOp(GLenum(operation));
}
#endif
#ifndef MAGNUM_TARGET_WEBGL
Renderer::ResetNotificationStrategy Renderer::resetNotificationStrategy() {
#ifndef MAGNUM_TARGET_GLES
if(!Context::current()->isExtensionSupported<Extensions::GL::ARB::robustness>())
#else
if(!Context::current()->isExtensionSupported<Extensions::GL::EXT::robustness>())
#endif
return ResetNotificationStrategy::NoResetNotification;
ResetNotificationStrategy& strategy = Context::current()->state().renderer->resetNotificationStrategy;
if(strategy == ResetNotificationStrategy()) {
#ifndef MAGNUM_TARGET_GLES
glGetIntegerv(GL_RESET_NOTIFICATION_STRATEGY_ARB, reinterpret_cast<GLint*>(&strategy));
#else
glGetIntegerv(GL_RESET_NOTIFICATION_STRATEGY_EXT, reinterpret_cast<GLint*>(&strategy));
#endif
}
return strategy;
}
Renderer::GraphicsResetStatus Renderer::graphicsResetStatus() {
return Context::current()->state().renderer->graphicsResetStatusImplementation();
}
#endif
void Renderer::initializeContextBasedFunctionality() {
/* Set some "corporate identity" */
setClearColor(Color3(0.125f));
}
#ifndef MAGNUM_TARGET_GLES
void Renderer::clearDepthfImplementationDefault(const GLfloat depth) {
glClearDepth(depth);
}
#endif
void Renderer::clearDepthfImplementationES(const GLfloat depth) {
glClearDepthf(depth);
}
#ifndef MAGNUM_TARGET_WEBGL
Renderer::GraphicsResetStatus Renderer::graphicsResetStatusImplementationDefault() {
return GraphicsResetStatus::NoError;
}
Renderer::GraphicsResetStatus Renderer::graphicsResetStatusImplementationRobustness() {
#ifndef MAGNUM_TARGET_GLES
return GraphicsResetStatus(glGetGraphicsResetStatusARB());
#elif !defined(CORRADE_TARGET_NACL)
return GraphicsResetStatus(glGetGraphicsResetStatusEXT());
#else
CORRADE_ASSERT_UNREACHABLE();
#endif
}
#endif
#ifndef DOXYGEN_GENERATING_OUTPUT
Debug operator<<(Debug debug, const Renderer::Error value) {
switch(value) {
#define _c(value) case Renderer::Error::value: return debug << "Renderer::Error::" #value;
_c(NoError)
_c(InvalidEnum)
_c(InvalidValue)
_c(InvalidOperation)
_c(InvalidFramebufferOperation)
_c(OutOfMemory)
#ifndef MAGNUM_TARGET_WEBGL
_c(StackUnderflow)
_c(StackOverflow)
#endif
#undef _c
}
return debug << "Renderer::Error::(invalid)";
}
#ifndef MAGNUM_TARGET_WEBGL
Debug operator<<(Debug debug, const Renderer::ResetNotificationStrategy value) {
switch(value) {
#define _c(value) case Renderer::ResetNotificationStrategy::value: return debug << "Renderer::ResetNotificationStrategy::" #value;
_c(NoResetNotification)
_c(LoseContextOnReset)
#undef _c
}
return debug << "Renderer::ResetNotificationStrategy::(invalid)";
}
Debug operator<<(Debug debug, const Renderer::GraphicsResetStatus value) {
switch(value) {
#define _c(value) case Renderer::GraphicsResetStatus::value: return debug << "Renderer::GraphicsResetStatus::" #value;
_c(NoError)
_c(GuiltyContextReset)
_c(InnocentContextReset)
_c(UnknownContextReset)
#undef _c
}
return debug << "Renderer::ResetNotificationStrategy::(invalid)";
}
#endif
#endif
}