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path: root/source/modules/asura-core/graphics/gl.cpp
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#include <asura-utils/type.h>

#include "../core_config.h"

#include "gl.h"
#include "shader.h"

using namespace AEMath;

namespace AsuraEngine
{
	namespace Graphics
	{

#if ASURA_DEBUG
		static bool _instantiated = false;
#endif

		OpenGL gl;

		OpenGL::OpenGL()
		{
#if ASURA_DEBUG 
			ASSERT(!_instantiated);
			_instantiated = true;
#endif
		}

		OpenGL::~OpenGL()
		{
		}

		bool OpenGL::Init(const AEMath::Recti& view)
		{
			bool loaded = false;
#if ASURA_OPENGL_LOADER & ASURA_OPENGL_GLAD
			if (!loaded)
				loaded = gladLoadGL();
#endif
			if (!loaded)
				return false;
			state.viewport = view;
			return true;
		}

		void OpenGL::WipeError()
		{
			while (glGetError() != GL_NO_ERROR);
		}

		bool OpenGL::HasError()
		{
			return glGetError() != GL_NO_ERROR; 
		}

		GLenum OpenGL::GetError()
		{
			return glGetError();
		}

		void OpenGL::SetViewport(const Recti v)
		{
			glViewport(v.x, v.y, v.w, v.h);
			state.viewport = v; 
		}

		const Recti& OpenGL::GetViewport()
		{
			return state.viewport;
		}

		void OpenGL::UseShader(Shader* shader)
		{
			glUseProgram(shader->GetGLProgramHandle());
			state.shader = shader;
		}

		void OpenGL::UnuseShader()
		{
			state.shader = nullptr;
		}

		//------------------------------------------------------------------------------//

		void OpenGL::SetMatrixMode(MatrixMode mode)
		{
			state.matrixMode = mode;
		}

		MatrixMode OpenGL::GetMatrixMode()
		{
			return state.matrixMode; 
		}

		void OpenGL::PushMatrix()
		{
			state.matrix[state.matrixMode].Push();
		}

		void OpenGL::PopMatrix()
		{
			state.matrix[state.matrixMode].Pop();
		}

		void OpenGL::LoadIdentity()
		{
			state.matrix[state.matrixMode].LoadIdentity();
		}

		void OpenGL::Rotate(float angle, float x, float y, float z)
		{
			state.matrix[state.matrixMode].Rotate(angle, x, y, z);
		}

		void OpenGL::Translate(float x, float y, float z)
		{
			state.matrix[state.matrixMode].Translate(x, y, z);
		}

		void OpenGL::Scale(float x, float y, float z)
		{
			state.matrix[state.matrixMode].Scale(x, y, z);
		}

		void OpenGL::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& OpenGL::GetMatrix(MatrixMode mode)
		{
			return state.matrix[state.matrixMode].GetTop();
		}

		uint OpenGL::GetMatrixDepth()
		{
			return state.matrix[state.matrixMode].GetCapacity();
		}

		uint OpenGL::GetMatrixIndex()
		{
			return state.matrix[state.matrixMode].GetTopIndex();
		}

		//------------------------------------------------------------------------------//

	}
}