[opengl] render alerts and fps on wait screen

This commit is contained in:
Geoffrey McRae 2018-07-20 00:10:29 +10:00
parent b5ec4dd305
commit 34de213926

View File

@ -190,6 +190,12 @@ void opengl_deinitialize(void * opaque)
if (!this)
return;
if (this->preConfigured)
{
glDeleteLists(this->fpsList , 1);
glDeleteLists(this->alertList, 1);
}
deconfigure(this);
if (this->mouseData)
free(this->mouseData);
@ -426,21 +432,22 @@ bool opengl_render(void * opaque, SDL_Window * window)
this->resizeWindow = false;
}
bool wait = false;
if (!configure(this, window))
{
render_wait(this);
SDL_GL_SwapWindow(window);
return true;
wait = true;
}
if (!draw_frame(this))
return false;
if (!this->texReady)
else
{
render_wait(this);
SDL_GL_SwapWindow(window);
return true;
if (!draw_frame(this))
return false;
if (!this->texReady)
{
render_wait(this);
wait = true;
}
}
if (this->params.showFPS && this->renderTime > 1e9)
@ -501,13 +508,17 @@ bool opengl_render(void * opaque, SDL_Window * window)
glEndList();
}
bool newShape;
update_mouse_shape(this, &newShape);
if (!wait)
{
bool newShape;
update_mouse_shape(this, &newShape);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glCallList(this->texList + this->texIndex);
draw_mouse(this);
}
glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT);
glCallList(this->texList + this->texIndex);
draw_mouse(this);
if (this->fpsTexture)
glCallList(this->fpsList);
@ -786,8 +797,24 @@ static bool pre_configure(struct Inst * this, SDL_Window *window)
}
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_COLOR_MATERIAL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_MULTISAMPLE);
this->fpsList = glGenLists(1);
this->alertList = glGenLists(1);
// create the overlay textures
glGenTextures(TEXTURE_COUNT, this->textures);
if (check_gl_error("glGenTextures"))
{
LG_UNLOCK(this->formatLock);
return false;
}
this->hasTextures = true;
SDL_GL_SetSwapInterval(this->opt.vsync ? 1 : 0);
this->preConfigured = true;
return true;
@ -859,9 +886,7 @@ static bool configure(struct Inst * this, SDL_Window *window)
// generate lists for drawing
this->texList = glGenLists(BUFFER_COUNT);
this->fpsList = glGenLists(1);
this->mouseList = glGenLists(1);
this->alertList = glGenLists(1);
// generate the pixel unpack buffers if the decoder isn't going to do it for us
if (!this->decoder->has_gl)
@ -932,15 +957,6 @@ static bool configure(struct Inst * this, SDL_Window *window)
}
}
// create the overlay textures
glGenTextures(TEXTURE_COUNT, this->textures);
if (check_gl_error("glGenTextures"))
{
LG_UNLOCK(this->formatLock);
return false;
}
this->hasTextures = true;
// create the frame textures
glGenTextures(BUFFER_COUNT, this->frames);
if (check_gl_error("glGenTextures"))
@ -1014,11 +1030,6 @@ static bool configure(struct Inst * this, SDL_Window *window)
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
glEnable(GL_TEXTURE_2D);
glEnable(GL_COLOR_MATERIAL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
this->resizeWindow = true;
this->drawStart = nanotime();