mirror of
https://github.com/gnif/LookingGlass.git
synced 2024-11-15 05:23:02 +00:00
592 lines
No EOL
17 KiB
C
592 lines
No EOL
17 KiB
C
#include "lg-renderer.h"
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#include <stdint.h>
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#include <stdbool.h>
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#include <unistd.h>
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#include <SDL_ttf.h>
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#define GL_GLEXT_PROTOTYPES
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glx.h>
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#include "debug.h"
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#include "memcpySSE.h"
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#include "utils.h"
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#define VBO_BUFFERS 2
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#define FPS_TEXTURE (VBO_BUFFERS )
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#define MOUSE_TEXTURE (VBO_BUFFERS+1)
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#define TEXTURE_COUNT MOUSE_TEXTURE
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static PFNGLXGETVIDEOSYNCSGIPROC glXGetVideoSyncSGI = NULL;
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static PFNGLXWAITVIDEOSYNCSGIPROC glXWaitVideoSyncSGI = NULL;
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struct LGR_OpenGL
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{
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LG_RendererParams params;
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bool initialized;
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SDL_GLContext glContext;
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bool resizeWindow;
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bool mouseUpdate;
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bool frameUpdate;
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LG_RendererFormat format;
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GLuint intFormat;
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GLuint vboFormat;
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size_t texSize;
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uint64_t drawStart;
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bool hasBuffers;
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GLuint vboID[VBO_BUFFERS];
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uint8_t * texPixels[VBO_BUFFERS];
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int texIndex;
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int texList;
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int fpsList;
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LG_RendererRect destRect;
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bool hasTextures;
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GLuint textures[TEXTURE_COUNT];
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uint gpuFrameCount;
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bool fpsTexture;
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uint64_t lastFrameTime;
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uint64_t renderTime;
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uint64_t frameCount;
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SDL_Rect fpsRect;
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bool mouseRepair;
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SDL_Point mouseRepairPos;
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bool mouseVisible;
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SDL_Point mousePos;
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};
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void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect);
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bool lgr_opengl_check_error(const char * name)
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{
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GLenum error = glGetError();
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if (error == GL_NO_ERROR)
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return false;
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const GLubyte * errStr = gluErrorString(error);
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DEBUG_ERROR("%s = %d (%s)", name, error, errStr);
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return true;
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}
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const char * lgr_opengl_get_name()
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{
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return "OpenGL";
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}
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bool lgr_opengl_initialize(void ** opaque, const LG_RendererParams params, const LG_RendererFormat format)
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{
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// create our local storage
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*opaque = malloc(sizeof(struct LGR_OpenGL));
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if (!*opaque)
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{
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DEBUG_INFO("Failed to allocate %lu bytes", sizeof(struct LGR_OpenGL));
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return false;
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}
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memset(*opaque, 0, sizeof(struct LGR_OpenGL));
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)*opaque;
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memcpy(&this->params, ¶ms, sizeof(LG_RendererParams));
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this->glContext = SDL_GL_CreateContext(params.window);
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if (!this->glContext)
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{
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DEBUG_ERROR("Failed to create the OpenGL context");
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return false;
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}
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if (SDL_GL_MakeCurrent(params.window, this->glContext) != 0)
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{
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DEBUG_ERROR("Failed to make the GL context current");
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return false;
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}
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DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
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DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
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DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
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if (!glXGetVideoSyncSGI)
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{
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glXGetVideoSyncSGI = (PFNGLXGETVIDEOSYNCSGIPROC )glXGetProcAddress((const GLubyte *)"glXGetVideoSyncSGI" );
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glXWaitVideoSyncSGI = (PFNGLXWAITVIDEOSYNCSGIPROC)glXGetProcAddress((const GLubyte *)"glXWaitVideoSyncSGI");
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if (!glXGetVideoSyncSGI || !glXWaitVideoSyncSGI)
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{
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glXGetVideoSyncSGI = NULL;
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DEBUG_ERROR("Failed to get proc addresses");
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return false;
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}
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}
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SDL_GL_SetSwapInterval(0);
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// check if the GPU supports GL_ARB_buffer_storage first
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// there is no advantage to this renderer if it is not present.
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const GLubyte * extensions = glGetString(GL_EXTENSIONS);
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if (!gluCheckExtension((const GLubyte *)"GL_ARB_buffer_storage", extensions))
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{
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DEBUG_INFO("The GPU doesn't support GL_ARB_buffer_storage");
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return false;
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}
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// assume 24 and 32 bit formats are RGB and RGBA
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switch(format.bpp)
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{
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case 24:
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this->intFormat = GL_RGB8;
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this->vboFormat = GL_BGR;
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break;
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case 32:
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this->intFormat = GL_RGBA8;
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this->vboFormat = GL_BGRA;
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break;
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default:
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DEBUG_INFO("%d bpp not supported", format.bpp);
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return false;
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}
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// calculate the texture size in bytes
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this->texSize = format.height * format.pitch;
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// generate lists for drawing
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this->texList = glGenLists(2);
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this->fpsList = glGenLists(1);
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// generate the pixel unpack buffers
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glGenBuffers(VBO_BUFFERS, this->vboID);
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if (lgr_opengl_check_error("glGenBuffers"))
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return false;
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this->hasBuffers = true;
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// persistant bind the buffers
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for (int i = 0; i < VBO_BUFFERS; ++i)
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{
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[i]);
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if (lgr_opengl_check_error("glBindBuffer"))
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return false;
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glBufferStorage(GL_PIXEL_UNPACK_BUFFER, this->texSize, 0, GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT);
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if (lgr_opengl_check_error("glBufferStorage"))
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return false;
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this->texPixels[i] = glMapBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize,
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GL_MAP_WRITE_BIT | GL_MAP_PERSISTENT_BIT | GL_MAP_FLUSH_EXPLICIT_BIT);
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if (lgr_opengl_check_error("glMapBufferRange"))
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return false;
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if (!this->texPixels[i])
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{
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DEBUG_ERROR("Failed to map the buffer range");
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return false;
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}
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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}
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// create the textures
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glGenTextures(TEXTURE_COUNT, this->textures);
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if (lgr_opengl_check_error("glGenTextures"))
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return false;
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this->hasTextures = true;
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// bind the textures to the unpack buffers
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for (int i = 0; i < VBO_BUFFERS; ++i)
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{
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glBindTexture(GL_TEXTURE_2D, this->textures[i]);
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if (lgr_opengl_check_error("glBindTexture"))
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return false;
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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this->intFormat,
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format.width, format.height,
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0,
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this->vboFormat,
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GL_UNSIGNED_BYTE,
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(void*)0
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);
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if (lgr_opengl_check_error("glTexImage2D"))
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return false;
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}
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glBindTexture(GL_TEXTURE_2D, 0);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_COLOR_MATERIAL);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glBlendEquation(GL_FUNC_ADD);
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glEnable(GL_SCISSOR_TEST);
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this->resizeWindow = true;
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this->drawStart = nanotime();
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glXGetVideoSyncSGI(&this->gpuFrameCount);
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// copy the format into the local storage
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memcpy(&this->format, &format, sizeof(LG_RendererFormat));
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this->initialized = true;
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return true;
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}
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void lgr_opengl_deinitialize(void * opaque)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this)
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return;
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if (this->hasTextures)
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glDeleteTextures(VBO_BUFFERS, this->textures);
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if (this->hasBuffers)
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glDeleteBuffers(VBO_BUFFERS, this->vboID);
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if (this->glContext)
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SDL_GL_DeleteContext(this->glContext);
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free(this);
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}
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bool lgr_opengl_is_compatible(void * opaque, const LG_RendererFormat format)
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{
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const struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->initialized)
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return false;
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return (memcmp(&this->format, &format, sizeof(LG_RendererFormat)) == 0);
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}
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void lgr_opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->initialized)
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return;
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this->params.width = width;
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this->params.height = height;
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memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
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this->resizeWindow = true;
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}
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bool lgr_opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const uint8_t * data)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->initialized)
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return false;
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return true;
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}
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bool lgr_opengl_on_mouse_event(void * opaque, const bool visible, const int x, const int y)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->initialized)
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return false;
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if (this->mousePos.x == x && this->mousePos.y == y)
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return true;
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this->mouseUpdate = true;
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this->mouseVisible = visible;
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this->mousePos.x = x;
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this->mousePos.y = y;
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return false;
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}
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bool lgr_opengl_on_frame_event(void * opaque, const uint8_t * data, bool resample)
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{
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struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
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if (!this || !this->initialized)
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return false;
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if (SDL_GL_MakeCurrent(this->params.window, this->glContext) != 0)
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{
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DEBUG_ERROR("Failed to make the GL context current");
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return false;
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}
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if (++this->texIndex == VBO_BUFFERS)
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this->texIndex = 0;
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if (this->params.showFPS && this->renderTime > 1e9)
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{
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char str[128];
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const float avgFPS = 1000.0f / (((float)this->renderTime / this->frameCount) / 1e6f);
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snprintf(str, sizeof(str), "FPS: %8.4f", avgFPS);
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SDL_Color color = {0xff, 0xff, 0xff};
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SDL_Surface *textSurface = NULL;
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if (!(textSurface = TTF_RenderText_Blended(this->params.font, str, color)))
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{
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DEBUG_ERROR("Failed to render text");
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return false;
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}
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glBindTexture(GL_TEXTURE_2D , this->textures[VBO_BUFFERS]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH, textSurface->w );
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glTexImage2D(
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GL_TEXTURE_2D,
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0,
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textSurface->format->BytesPerPixel,
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textSurface->w,
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textSurface->h,
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0,
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GL_BGRA,
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GL_UNSIGNED_BYTE,
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textSurface->pixels
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);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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this->fpsRect.x = 5;
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this->fpsRect.y = 5;
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this->fpsRect.w = textSurface->w;
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this->fpsRect.h = textSurface->h;
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SDL_FreeSurface(textSurface);
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this->renderTime = 0;
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this->frameCount = 0;
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this->fpsTexture = true;
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glNewList(this->fpsList, GL_COMPILE);
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glEnable(GL_BLEND);
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glDisable(GL_TEXTURE_2D);
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glColor4f(0.0f, 0.0f, 1.0f, 0.5f);
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glBegin(GL_TRIANGLE_STRIP);
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glVertex2i(this->fpsRect.x , this->fpsRect.y );
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glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
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glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
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glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
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glEnd();
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, this->textures[VBO_BUFFERS]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0.0f , 0.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y );
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glTexCoord2f(1.0f , 0.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y );
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glTexCoord2f(0.0f , 1.0f); glVertex2i(this->fpsRect.x , this->fpsRect.y + this->fpsRect.h);
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glTexCoord2f(1.0f, 1.0f); glVertex2i(this->fpsRect.x + this->fpsRect.w, this->fpsRect.y + this->fpsRect.h);
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glEnd();
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glDisable(GL_BLEND);
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glEndList();
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}
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// copy the buffer to the texture
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memcpySSE(this->texPixels[this->texIndex], data, this->texSize);
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, this->vboID[this->texIndex]);
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glFlushMappedBufferRange(GL_PIXEL_UNPACK_BUFFER, 0, this->texSize);
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// bind the texture and update it
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glBindTexture(GL_TEXTURE_2D , this->textures[this->texIndex]);
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glPixelStorei(GL_UNPACK_ALIGNMENT , 4 );
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glPixelStorei(GL_UNPACK_ROW_LENGTH , this->format.width );
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// update the texture
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glTexSubImage2D(
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GL_TEXTURE_2D,
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0,
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0, 0,
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this->format.width ,
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this->format.height,
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this->vboFormat,
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GL_UNSIGNED_BYTE,
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(void*)0
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);
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const bool mipmap = resample && (
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(this->format.width > this->destRect.w) ||
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(this->format.height > this->destRect.h));
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// unbind the buffer
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glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
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// configure the texture
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (mipmap)
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{
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glGenerateMipmap(GL_TEXTURE_2D);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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}
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else
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{
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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}
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this->frameUpdate = true;
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return true;
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}
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void lgr_opengl_draw_mouse(struct LGR_OpenGL * this)
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{
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if (this->mouseRepair)
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{
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glMatrixMode(GL_TEXTURE);
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glPushMatrix();
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glScalef(1.0f / (float)this->format.width, 1.0f / (float)this->format.height, 1.0f);
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glTranslatef(this->mouseRepairPos.x, this->mouseRepairPos.y, 0.0f);
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glTranslatef(this->mouseRepairPos.x, this->mouseRepairPos.y, 0.0f);
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// repair the damage from the cursor's last position
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glBindTexture(GL_TEXTURE_2D, this->textures[this->texIndex]);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(0 , 0 ); glVertex2i(0 , 0 );
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glTexCoord2f(32, 0 ); glVertex2i(32, 0 );
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glTexCoord2f(0 , 32); glVertex2i(0 , 32);
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glTexCoord2f(32, 32); glVertex2i(32, 32);
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glEnd();
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glBindTexture(GL_TEXTURE_2D, 0);
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this->mouseRepair = false;
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glMatrixMode(GL_TEXTURE);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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if (!this->mouseVisible)
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return;
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this->mouseRepairPos.x = this->mousePos.x;
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this->mouseRepairPos.y = this->mousePos.y;
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this->mouseRepair = true;
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glPushMatrix();
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glTranslatef(this->mouseRepairPos.x, this->mouseRepairPos.y, 0.0f);
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glDisable(GL_TEXTURE_2D);
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glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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glBegin(GL_TRIANGLE_STRIP);
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glVertex2i(0 , 0 );
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glVertex2i(32, 0 );
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glVertex2i(0 , 32);
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glVertex2i(32, 32);
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glEnd();
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glEnable(GL_TEXTURE_2D);
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|
glPopMatrix();
|
|
}
|
|
|
|
bool lgr_opengl_render(void * opaque)
|
|
{
|
|
struct LGR_OpenGL * this = (struct LGR_OpenGL *)opaque;
|
|
if (!this || !this->initialized)
|
|
return false;
|
|
|
|
if (SDL_GL_MakeCurrent(this->params.window, this->glContext) != 0)
|
|
{
|
|
DEBUG_ERROR("Failed to make the GL context current");
|
|
return false;
|
|
}
|
|
|
|
if (this->frameUpdate)
|
|
{
|
|
if (this->resizeWindow)
|
|
{
|
|
// setup the projection matrix
|
|
glViewport(0, 0, this->params.width, this->params.height);
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadIdentity();
|
|
gluOrtho2D(0, this->params.width, this->params.height, 0);
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
glLoadIdentity();
|
|
glTranslatef(this->destRect.x, this->destRect.y, 0.0f);
|
|
glScalef(
|
|
(float)this->destRect.w / (float)this->format.width,
|
|
(float)this->destRect.h / (float)this->format.height,
|
|
1.0f
|
|
);
|
|
|
|
// update the display lists
|
|
for(int i = 0; i < VBO_BUFFERS; ++i)
|
|
{
|
|
glNewList(this->texList + i, GL_COMPILE);
|
|
glBindTexture(GL_TEXTURE_2D, this->textures[i]);
|
|
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
|
|
glBegin(GL_TRIANGLE_STRIP);
|
|
glTexCoord2f(0.0f, 0.0f); glVertex2i(0 , 0 );
|
|
glTexCoord2f(1.0f, 0.0f); glVertex2i(this->format.width, 0 );
|
|
glTexCoord2f(0.0f, 1.0f); glVertex2i(0 , this->format.height);
|
|
glTexCoord2f(1.0f, 1.0f); glVertex2i(this->format.width, this->format.height);
|
|
glEnd();
|
|
glEndList();
|
|
}
|
|
|
|
// update the scissor rect to prevent drawing outside of the frame
|
|
glScissor(
|
|
this->destRect.x,
|
|
this->destRect.y,
|
|
this->destRect.w,
|
|
this->destRect.h
|
|
);
|
|
|
|
this->resizeWindow = false;
|
|
glDisable(GL_SCISSOR_TEST);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glEnable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
glXWaitVideoSyncSGI(1, 0, &this->gpuFrameCount);
|
|
glFinish();
|
|
|
|
glCallList(this->texList + this->texIndex);
|
|
this->mouseRepair = false;
|
|
lgr_opengl_draw_mouse(this);
|
|
if (this->fpsTexture)
|
|
glCallList(this->fpsList);
|
|
|
|
glFlush();
|
|
|
|
++this->frameCount;
|
|
const uint64_t t = nanotime();
|
|
this->renderTime += t - this->lastFrameTime;
|
|
this->lastFrameTime = t;
|
|
}
|
|
else
|
|
if (this->mouseUpdate)
|
|
{
|
|
lgr_opengl_draw_mouse(this);
|
|
glFlush();
|
|
}
|
|
|
|
|
|
this->frameUpdate = false;
|
|
this->mouseUpdate = false;
|
|
return true;
|
|
}
|
|
|
|
const LG_Renderer LGR_OpenGL =
|
|
{
|
|
.get_name = lgr_opengl_get_name,
|
|
.initialize = lgr_opengl_initialize,
|
|
.deinitialize = lgr_opengl_deinitialize,
|
|
.is_compatible = lgr_opengl_is_compatible,
|
|
.on_resize = lgr_opengl_on_resize,
|
|
.on_mouse_shape = lgr_opengl_on_mouse_shape,
|
|
.on_mouse_event = lgr_opengl_on_mouse_event,
|
|
.on_frame_event = lgr_opengl_on_frame_event,
|
|
.render = lgr_opengl_render
|
|
}; |