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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"
#include "matrix_stack.h"
#include "color.h"

using namespace AEMath;

namespace AsuraEngine
{
	namespace Graphics
	{

#if ASURA_DEBUG
		static bool _instantiated = false;
#endif

		OpenGL gl;

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

		OpenGL::~OpenGL()
		{
		}

		static bool inited = false;

		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;
			SetViewport(view);

			inited = true;
			return true;
		}

		bool OpenGL::Inited()
		{
			return inited;
		}

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

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

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

		void OpenGL::SetDrawColor(float r, float g, float b, float a)
		{
			state.drawColor.Set(r, g, b, a);
		}

		Color& OpenGL::GetDrawColor()
		{
			return state.drawColor;
		}

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

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

		void OpenGL::UseShader(Shader* shader)
		{
			if (state.shader != shader)
			{
				glUseProgram(shader->GetGLProgram());
				state.shader = shader;
#if ASURA_GL_PROFILE 
				++stats.shaderSwitch;
#endif
			}
			shader->OnUse();
		}

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

		Shader* OpenGL::GetShader()
		{
			return state.shader;
		}

		void OpenGL::DrawArrays(GLenum mode, GLint first, GLsizei count)
		{
			glDrawArrays(mode, first, count);
#if ASURA_GL_PROFILE
			++stats.drawCall;
#endif
		}

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

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

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

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

			mUpdateMVPMatrix = true;
		}

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

			mUpdateMVPMatrix = true;
		}

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

			mUpdateMVPMatrix = true;
		}

		void OpenGL::Rotate(float angle)
		{
			state.matrix[state.matrixMode].Rotate(angle);

			mUpdateMVPMatrix = true;
		}

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

			mUpdateMVPMatrix = true;
		}

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

			mUpdateMVPMatrix = true;
		}

		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);

			mUpdateMVPMatrix = true;
		}

		AEMath::Matrix44& OpenGL::GetMatrix(MatrixMode mode)
		{
			return state.matrix[mode].GetTop();
		}

		AEMath::Matrix44 OpenGL::GetMVPMatrix()
		{
			if (mUpdateMVPMatrix)
			{
				Matrix44& m = state.matrix[MATRIX_MODE_MODEL].GetTop();
				Matrix44& v = state.matrix[MATRIX_MODE_VIEW].GetTop();
				Matrix44& p = state.matrix[MATRIX_MODE_PROJECTION].GetTop();
				state.mvpMatrix = p * (v * m);

				mUpdateMVPMatrix = false;
			}
			return state.mvpMatrix;
		}

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

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

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

	}
}