💿🐜 Antkeeper source code https://antkeeper.com
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/*
* Copyright (C) 2021 Christopher J. Howard
*
* This file is part of Antkeeper source code.
*
* Antkeeper source code is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Antkeeper source code is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Antkeeper source code. If not, see <http://www.gnu.org/licenses/>.
*/
#include "gl/rasterizer.hpp"
#include "gl/framebuffer.hpp"
#include "gl/shader-program.hpp"
#include "gl/vertex-array.hpp"
#include <glad/glad.h>
namespace gl {
static constexpr GLenum drawing_mode_lut[] =
{
GL_POINTS,
GL_LINE_STRIP,
GL_LINE_LOOP,
GL_LINES,
GL_LINE_STRIP_ADJACENCY,
GL_LINES_ADJACENCY,
GL_TRIANGLE_STRIP,
GL_TRIANGLE_FAN,
GL_TRIANGLES,
GL_TRIANGLE_STRIP_ADJACENCY,
GL_TRIANGLES_ADJACENCY
};
static constexpr GLenum element_array_type_lut[] =
{
GL_UNSIGNED_BYTE,
GL_UNSIGNED_SHORT,
GL_UNSIGNED_INT
};
rasterizer::rasterizer():
bound_vao(nullptr),
bound_shader_program(nullptr)
{
// Determine dimensions of default framebuffer
GLint scissor_box[4] = {0, 0, 0, 0};
glGetIntegerv(GL_SCISSOR_BOX, scissor_box);
// Setup default framebuffer
default_framebuffer = new framebuffer();
default_framebuffer->gl_framebuffer_id = 0;
default_framebuffer->dimensions = {scissor_box[2], scissor_box[3]};
// Bind default framebuffer
bound_framebuffer = default_framebuffer;
}
rasterizer::~rasterizer()
{
delete default_framebuffer;
}
void rasterizer::context_resized(int width, int height)
{
default_framebuffer->dimensions = {width, height};
}
void rasterizer::use_framebuffer(const gl::framebuffer& framebuffer)
{
if (bound_framebuffer != &framebuffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer.gl_framebuffer_id);
bound_framebuffer = &framebuffer;
}
}
void rasterizer::set_clear_color(float r, float g, float b, float a)
{
glClearColor(r, g, b, a);
}
void rasterizer::set_clear_depth(float depth)
{
glClearDepth(depth);
}
void rasterizer::set_clear_stencil(int s)
{
glClearStencil(s);
}
void rasterizer::clear_framebuffer(bool color, bool depth, bool stencil)
{
GLbitfield mask = 0;
if (color) mask |= GL_COLOR_BUFFER_BIT;
if (depth) mask |= GL_DEPTH_BUFFER_BIT;
if (stencil) mask |= GL_STENCIL_BUFFER_BIT;
glClear(mask);
}
void rasterizer::set_viewport(int x, int y, int width, int height)
{
glViewport(x, y, static_cast<GLsizei>(width), static_cast<GLsizei>(height));
}
void rasterizer::use_program(const shader_program& program)
{
if (bound_shader_program != &program)
{
glUseProgram(program.gl_program_id);
bound_shader_program = &program;
}
}
void rasterizer::draw_arrays(const vertex_array& vao, drawing_mode mode, std::size_t offset, std::size_t count)
{
GLenum gl_mode = drawing_mode_lut[static_cast<std::size_t>(mode)];
if (bound_vao != &vao)
{
glBindVertexArray(vao.gl_array_id);
bound_vao = &vao;
}
glDrawArrays(gl_mode, static_cast<GLint>(offset), static_cast<GLsizei>(count));
}
void rasterizer::draw_arrays_instanced(const vertex_array& vao, drawing_mode mode, std::size_t offset, std::size_t count, std::size_t instance_count)
{
GLenum gl_mode = drawing_mode_lut[static_cast<std::size_t>(mode)];
if (bound_vao != &vao)
{
glBindVertexArray(vao.gl_array_id);
bound_vao = &vao;
}
glDrawArraysInstanced(gl_mode, static_cast<GLint>(offset), static_cast<GLsizei>(count), static_cast<GLsizei>(instance_count));
}
void rasterizer::draw_elements(const vertex_array& vao, drawing_mode mode, std::size_t offset, std::size_t count, element_array_type type)
{
GLenum gl_mode = drawing_mode_lut[static_cast<std::size_t>(mode)];
GLenum gl_type = element_array_type_lut[static_cast<std::size_t>(type)];
if (bound_vao != &vao)
{
glBindVertexArray(vao.gl_array_id);
bound_vao = &vao;
}
glDrawElements(gl_mode, static_cast<GLsizei>(count), gl_type, (const GLvoid*)offset);
}
} // namespace gl