mirror of
https://github.com/bradgrantham/apple2e.git
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c81a6a8dce
More const on char*s Remove virtual from MAINboard read and write and just call them directly Move up regions slightly so they might perform better
111 lines
2.6 KiB
C++
111 lines
2.6 KiB
C++
#if !defined(__GLWIDGET_H__)
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#define __GLWIDGET_H__
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#define GL_SILENCE_DEPRECATION
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#if defined(__linux__)
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#include <GL/glew.h>
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#endif // defined(__linux__)
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#define GLFW_INCLUDE_GLCOREARB
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#include <GLFW/glfw3.h>
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#include <vector>
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#include <string>
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void CheckOpenGL(const char *filename, int line);
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bool CheckShaderCompile(GLuint shader, const std::string& shader_name);
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bool CheckProgramLink(GLuint program);
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struct vertex_attribute_buffer
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{
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GLuint buffer;
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GLuint which;
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GLuint count;
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GLenum type;
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GLboolean normalized;
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GLsizei stride;
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void bind() const
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{
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glBindBuffer(GL_ARRAY_BUFFER, buffer);
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CheckOpenGL(__FILE__, __LINE__);
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glVertexAttribPointer(which, count, type, normalized, stride, 0);
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CheckOpenGL(__FILE__, __LINE__);
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glEnableVertexAttribArray(which);
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CheckOpenGL(__FILE__, __LINE__);
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}
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};
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struct vertex_array : public std::vector<vertex_attribute_buffer>
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{
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void bind()
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{
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for(auto attr : *this) {
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attr.bind();
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}
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}
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};
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/*
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* OpenGL Render Target ; creates a framebuffer that can be used as a
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* rendering target and as a texture color source.
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*/
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struct render_target
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{
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GLuint framebuffer;
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GLuint color;
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GLuint depth;
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render_target(int w, int h);
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~render_target();
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// Start rendering; Draw()s will draw to this framebuffer
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void start_rendering()
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, framebuffer);
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}
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// Stop rendering; Draw()s will draw to the back buffer
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void stop_rendering()
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{
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glBindFramebuffer(GL_DRAW_FRAMEBUFFER, 0);
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}
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// Start reading; Read()s will read from this framebuffer
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void start_reading()
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, framebuffer);
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glReadBuffer(GL_COLOR_ATTACHMENT0);
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}
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// Stop reading; Read()s will read from the back buffer
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void stop_reading()
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{
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glBindFramebuffer(GL_READ_FRAMEBUFFER, 0);
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glReadBuffer(GL_BACK);
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}
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// Use this color as the currently bound texture source
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void use_color()
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{
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glBindTexture(GL_TEXTURE_2D, color);
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}
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};
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struct opengl_texture
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{
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int w;
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int h;
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GLuint t;
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operator GLuint() const { return t; }
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void load(int w, int h, const unsigned char *pixels = NULL);
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};
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opengl_texture initialize_texture(int w, int h, const unsigned char *pixels = NULL);
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GLuint GenerateProgram(const std::string& shader_name, const std::string& vertex_shader_text, const std::string& fragment_shader_text);
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GLuint make_rectangle_array_buffer(float x, float y, float w, float h);
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#endif /* __GLWIDGET_H__ */
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