[client] cleanup of renderer API for better usage

* Added new on_render_start for render initialization
* Changed on_resize to execute inside the render thread
This commit is contained in:
Geoffrey McRae
2018-07-28 14:49:37 +10:00
parent 13cd50f92c
commit 83592f7e4a
3 changed files with 106 additions and 110 deletions

View File

@@ -80,13 +80,12 @@ struct Inst
struct Options opt;
bool amdPinnedMemSupport;
bool preConfigured;
bool renderStarted;
bool configured;
bool reconfigure;
SDL_GLContext glContext;
SDL_Point window;
bool resizeWindow;
bool frameUpdate;
LG_Lock formatLock;
@@ -148,7 +147,6 @@ static bool _check_gl_error(unsigned int line, const char * name);
#define check_gl_error(name) _check_gl_error(__LINE__, name)
static void deconfigure(struct Inst * this);
static bool pre_configure(struct Inst * this, SDL_Window *window);
static bool configure(struct Inst * this, SDL_Window *window);
static void update_mouse_shape(struct Inst * this, bool * newShape);
static bool draw_frame(struct Inst * this);
@@ -205,7 +203,7 @@ void opengl_deinitialize(void * opaque)
if (!this)
return;
if (this->preConfigured)
if (this->renderStarted)
{
glDeleteLists(this->texList , BUFFER_COUNT);
glDeleteLists(this->mouseList, 1);
@@ -242,8 +240,6 @@ void opengl_deinitialize(void * opaque)
void opengl_on_resize(void * opaque, const int width, const int height, const LG_RendererRect destRect)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return;
this->window.x = width;
this->window.y = height;
@@ -251,7 +247,24 @@ void opengl_on_resize(void * opaque, const int width, const int height, const LG
if (destRect.valid)
memcpy(&this->destRect, &destRect, sizeof(LG_RendererRect));
this->resizeWindow = true;
// setup the projection matrix
glViewport(0, 0, this->window.x, this->window.y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, this->window.x, this->window.y, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (this->destRect.valid)
{
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
);
}
}
bool opengl_on_mouse_shape(void * opaque, const LG_RendererCursor cursor, const int width, const int height, const int pitch, const uint8_t * data)
@@ -428,39 +441,71 @@ void surface_to_texture(SDL_Surface * surface, GLuint texture)
glBindTexture(GL_TEXTURE_2D, 0);
}
bool opengl_render_startup(void * opaque, SDL_Window * window)
{
struct Inst * this = (struct Inst *)opaque;
this->glContext = SDL_GL_CreateContext(window);
if (!this->glContext)
{
DEBUG_ERROR("Failed to create the OpenGL context");
return false;
}
DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
GLint n;
glGetIntegerv(GL_NUM_EXTENSIONS, &n);
for(GLint i = 0; i < n; ++i)
{
const GLubyte *ext = glGetStringi(GL_EXTENSIONS, i);
if (strcmp((const char *)ext, "GL_AMD_pinned_memory") == 0)
{
if (this->opt.amdPinnedMem)
{
this->amdPinnedMemSupport = true;
DEBUG_INFO("Using GL_AMD_pinned_memory");
}
else
DEBUG_INFO("GL_AMD_pinned_memory is available but not in use");
break;
}
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_COLOR_MATERIAL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_MULTISAMPLE);
// generate lists for drawing
this->texList = glGenLists(BUFFER_COUNT);
this->mouseList = glGenLists(1);
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->renderStarted = true;
return true;
}
bool opengl_render(void * opaque, SDL_Window * window)
{
struct Inst * this = (struct Inst *)opaque;
if (!this)
return false;
if (!pre_configure(this, window))
return false;
if (this->resizeWindow)
{
// setup the projection matrix
glViewport(0, 0, this->window.x, this->window.y);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluOrtho2D(0, this->window.x, this->window.y, 0);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
if (this->destRect.valid)
{
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
);
}
this->resizeWindow = false;
}
if (configure(this, window))
if (!draw_frame(this))
return false;
@@ -800,6 +845,7 @@ const LG_Renderer LGR_OpenGL =
.on_mouse_event = opengl_on_mouse_event,
.on_frame_event = opengl_on_frame_event,
.on_alert = opengl_on_alert,
.render_startup = opengl_render_startup,
.render = opengl_render
};
@@ -814,66 +860,6 @@ static bool _check_gl_error(unsigned int line, const char * name)
return true;
}
static bool pre_configure(struct Inst * this, SDL_Window *window)
{
if (this->preConfigured)
return true;
this->glContext = SDL_GL_CreateContext(window);
if (!this->glContext)
{
DEBUG_ERROR("Failed to create the OpenGL context");
return false;
}
DEBUG_INFO("Vendor : %s", glGetString(GL_VENDOR ));
DEBUG_INFO("Renderer: %s", glGetString(GL_RENDERER));
DEBUG_INFO("Version : %s", glGetString(GL_VERSION ));
GLint n;
glGetIntegerv(GL_NUM_EXTENSIONS, &n);
for(GLint i = 0; i < n; ++i)
{
const GLubyte *ext = glGetStringi(GL_EXTENSIONS, i);
if (strcmp((const char *)ext, "GL_AMD_pinned_memory") == 0)
{
if (this->opt.amdPinnedMem)
{
this->amdPinnedMemSupport = true;
DEBUG_INFO("Using GL_AMD_pinned_memory");
}
else
DEBUG_INFO("GL_AMD_pinned_memory is available but not in use");
break;
}
}
glEnable(GL_TEXTURE_2D);
glEnable(GL_COLOR_MATERIAL);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glBlendEquation(GL_FUNC_ADD);
glEnable(GL_MULTISAMPLE);
// generate lists for drawing
this->texList = glGenLists(BUFFER_COUNT);
this->mouseList = glGenLists(1);
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;
}
static bool configure(struct Inst * this, SDL_Window *window)
{
LG_LOCK(this->formatLock);
@@ -1085,9 +1071,7 @@ static bool configure(struct Inst * this, SDL_Window *window)
glBindTexture(GL_TEXTURE_2D, 0);
glBindBuffer(GL_PIXEL_UNPACK_BUFFER, 0);
this->resizeWindow = true;
this->drawStart = nanotime();
this->drawStart = nanotime();
this->configured = true;
this->reconfigure = false;