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#include <asura-base/type.h>
#include "../CoreConfig.h"
#include "GfxDevice.h"
#include "Shader.h"
#include "MatrixStack.h"
#include "Color.h"
using namespace AEMath;
namespace_begin(AsuraEngine)
namespace_begin(Graphics)
#if ASURA_DEBUG
static bool instantiated = false;
#endif
GfxDevice g_Device;
GfxDevice::GfxDevice()
{
#if ASURA_DEBUG
ASSERT(!instantiated);
instantiated = true;
#endif
}
GfxDevice::~GfxDevice()
{
}
GfxDevice& GfxDevice::Get()
{
return g_Device;
}
static bool inited = false;
bool GfxDevice::Init(const AEMath::Recti& view)
{
bool loaded = false;
#if ASURA_OPENGL_LOADER & ASURA_OPENGL_GLAD
if (!loaded)
loaded = gladLoadGL();
#endif
if (!loaded)
return false;
SetViewport(view);
inited = true;
return true;
}
bool GfxDevice::Inited()
{
return inited;
}
void GfxDevice::WipeError()
{
while (glGetError() != GL_NO_ERROR);
}
bool GfxDevice::HasError()
{
return glGetError() != GL_NO_ERROR;
}
GLenum GfxDevice::GetError()
{
return glGetError();
}
void GfxDevice::SetDrawColor(float r, float g, float b, float a)
{
state.drawColor.Set(r, g, b, a);
}
Color& GfxDevice::GetDrawColor()
{
return state.drawColor;
}
void GfxDevice::SetViewport(const Recti v)
{
state.viewport = v;
glViewport(v.x, v.y, v.w, v.h);
}
const Recti& GfxDevice::GetViewport()
{
return state.viewport;
}
void GfxDevice::SetActiveShader(Shader* shader)
{
if (state.shader == shader)
return;
if (state.shader)
state.shader->OnDisable();
state.shader = shader;
if (shader)
{
GLint program = shader->GetGLProgram();
glUseProgram(program);
#if ASURA_GL_PROFILE
++stats.shaderSwitch;
#endif
shader->OnEnable();
}
}
Shader* GfxDevice::GetActiveShader() const
{
return state.shader;
}
void GfxDevice::DrawArrays(GLenum mode, GLint first, GLsizei count)
{
glDrawArrays(mode, first, count);
#if ASURA_GL_PROFILE
++stats.drawCall;
#endif
if (state.shader)
state.shader->OnUsed();
}
void GfxDevice::PushMatrix ()
{
state.matrix[state.matrixMode].Push ();
}
void GfxDevice::PopMatrix ()
{
state.matrix[state.matrixMode].Pop();
}
void GfxDevice::LoadIdentity()
{
state.matrix[state.matrixMode].LoadIdentity();
}
void GfxDevice::Rotate (float angle)
{
state.matrix[state.matrixMode].Rotate(angle);
}
void GfxDevice::Translate (float x, float y)
{
state.matrix[state.matrixMode].Translate(x, y);
}
void GfxDevice::Scale (float x, float y)
{
state.matrix[state.matrixMode].Scale(x, y);
}
void GfxDevice::Ortho(float l, float r, float b, float t, float n, float f)
{
state.matrix[state.matrixMode].Ortho(l, r, b, t, n, f);
}
AEMath::Matrix44& GfxDevice::GetMatrix(MatrixMode mode)
{
return state.matrix[mode].GetTop();
}
AEMath::Matrix44 GfxDevice::GetMVPMatrix()
{
return state.matrix[MATRIX_MODE_PROJECTION].GetTop()
* state.matrix[MATRIX_MODE_VIEW].GetTop()
* state.matrix[MATRIX_MODE_MODEL].GetTop();
}
uint GfxDevice::GetMatrixDepth()
{
return state.matrix[state.matrixMode].GetCapacity();
}
uint GfxDevice::GetMatrixIndex()
{
return state.matrix[state.matrixMode].GetTopIndex();
}
namespace_end
namespace_end
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