예제 #1
0
		void Init( void ) {
			rdState.valid = true;

			RegisterCvars();

			CreateDisplay();

			glewExperimental = GL_TRUE;
			GLenum error = glewInit();
			if ( error != GLEW_OK ) {
				throw( XSError( String::Format( "Failed to initialise GLEW: %s\n",
					glewGetErrorString( error ) ).c_str() ) );
			}

		#ifdef RENDERER_DEBUG_OUTPUT
			if ( GLEW_ARB_debug_output ) {
				glEnable( GL_DEBUG_OUTPUT_SYNCHRONOUS_ARB );
				glDebugMessageCallbackARB( OnGLError, nullptr );
			}
		#endif

			Backend::Init();

			//FIXME: make these TextureManager/ShaderManager?
			Texture::Init();

			ShaderProgram::Init();

#ifdef FBO_COMPOSITE
			// create composite shader
			static const VertexAttribute attributes[] = {
				{ 0, "in_Position" },
				{ 1, "in_TexCoord" },
				{ 2, "in_Colour" },
			};
			if ( !compositeShader ) {
				compositeShader = new ShaderProgram( "composite", "composite", attributes, ARRAY_LEN( attributes ) );
			}
#endif

			Font::Init();

			RenderCommand::Init();

			glViewport( 0, 0, rdState.window.width, rdState.window.height );
		}
예제 #2
0
		// instance functions
		Framebuffer::Framebuffer()
		: id( 0 ), depthTexture( nullptr ), stencilTexture( 0u )
		{
			glGenFramebuffers( 1, &id );
			if ( Check() ) {
				if ( r_debug->GetBool() ) {
					console.Print( PrintLevel::Normal, "Creation of framebuffer %d completed successfully.\n", id );
				}
			}

			if ( !id ) {
				throw( XSError( "Failed to create framebuffer" ) );
			}

			for ( int i = 0; i < MAX_FBO_COLOR_TEXTURES; i++ ) {
				colourTextures[i] = nullptr;
			}
		}
예제 #3
0
파일: Command.cpp 프로젝트: Razish/xsngine
	static void Cmd_Quit( const CommandContext &context ) {
		// generic shutdown
		throw( XSError() );
	}
예제 #4
0
		static void AssertView( void ) {
			if ( !currentView ) {
				throw( XSError( "Attempted to issue render command without binding a view" ) );
			}
		}
예제 #5
0
			void Poll( void ) {
				SDL_Event e;
				while ( SDL_PollEvent( &e ) ) {
					switch ( e.type ) {
					case SDL_QUIT: {
						throw( XSError( "Quit application" ) );
					} break;

					case SDL_WINDOWEVENT: {
						static const char *funcName = XS_FUNCTION_VERBOSE;
						switch ( e.window.event ) {
						case SDL_WINDOWEVENT_SHOWN: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Window %d shown\n",
									funcName,
									e.window.windowID
								);
							}
						} break;
						case SDL_WINDOWEVENT_HIDDEN: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Window %d hidden\n",
									funcName,
									e.window.windowID
								);
							}
						} break;
						case SDL_WINDOWEVENT_EXPOSED: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Window %d exposed\n",
									funcName,
									e.window.windowID
								);
							}
						} break;
						case SDL_WINDOWEVENT_MOVED: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Window %d moved to %d,%d\n",
									funcName,
									e.window.windowID,
									e.window.data1,
									e.window.data2
								);
							}
						} break;
						case SDL_WINDOWEVENT_RESIZED: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Window %d resized to %dx%d\n",
									funcName,
									e.window.windowID,
									e.window.data1,
									e.window.data2
								);
							}
						} break;
						case SDL_WINDOWEVENT_MINIMIZED: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Window %d minimized\n",
									funcName,
									e.window.windowID
								);
							}
						} break;
						case SDL_WINDOWEVENT_MAXIMIZED: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Window %d maximized\n",
									funcName,
									e.window.windowID
								);
							}
						} break;
						case SDL_WINDOWEVENT_RESTORED: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Window %d restored\n",
									funcName,
									e.window.windowID
								);
							}
						} break;
						case SDL_WINDOWEVENT_ENTER: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Mouse entered window %d\n",
									funcName,
									e.window.windowID
								);
							}
						} break;
						case SDL_WINDOWEVENT_LEAVE: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Mouse left window %d\n",
									funcName,
									e.window.windowID
								);
							}
						} break;
						case SDL_WINDOWEVENT_FOCUS_GAINED: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Window %d gained keyboard focus\n",
									funcName,
									e.window.windowID
								);
							}
						} break;
						case SDL_WINDOWEVENT_FOCUS_LOST: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Window %d lost keyboard focus\n",
									funcName,
									e.window.windowID
								);
							}
						} break;
						case SDL_WINDOWEVENT_CLOSE: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Window %d closed\n",
									funcName,
									e.window.windowID
								);
							}
						} break;
						default: {
							if ( debug_input->GetBool() ) {
								console.Print( PrintLevel::Normal, "%s: Window %d got unknown event %d\n",
									funcName,
									e.window.windowID,
									e.window.event
								);
							}
						} break;
						}
					} break;

					// ignoring these for now...
					case SDL_FINGERUP:
					case SDL_FINGERDOWN:
					case SDL_TEXTINPUT: {
						// ...
					} break;

					case SDL_FINGERMOTION: {
						/*
						const real32_t relativeMotion[2] = { e.tfinger.dx, e.tfinger.dy };
						const real32_t absolutePosition[2] = { e.tfinger.x, e.tfinger.y };
						console.Print( PrintLevel::Normal,
							"Touch motion: d( %.3f,%.3f ) - a( %.3f,%.3f )\n",
							relativeMotion[0], relativeMotion[1],
							absolutePosition[0], absolutePosition[1]
						);
						*/
					} break;
					case SDL_MOUSEMOTION: {
						const int32_t relativeMotion[2] = { e.motion.xrel, e.motion.yrel };
						//const int32_t absolutePosition[2] = { e.motion.x, e.motion.y };
						/*
						console.Print( PrintLevel::Normal,
							"Mouse motion: d( %i,%i ) - a( %i,%i )\n",
							relativeMotion[0], relativeMotion[1],
							absolutePosition[0], absolutePosition[1]
						);
						*/
						XSEvent ev( EventType::MouseMotion );

						ev.mouseMotion.x = relativeMotion[0];
						ev.mouseMotion.y = relativeMotion[1];

						Event::Queue( &ev );
					} break;

					case SDL_MOUSEBUTTONDOWN:
					case SDL_MOUSEBUTTONUP: {
						XSEvent ev( EventType::MouseButton );

						ev.mouseButton.button = e.button.button;
						ev.mouseButton.pressed = (e.button.state == SDL_PRESSED) ? true : false;
						//ev.mouseButton.position[0] = e.button.x;
						//ev.mouseButton.position[1] = e.button.y;

						Event::Queue( &ev );
					} break;

					case SDL_MOUSEWHEEL: {
						XSEvent ev( EventType::MouseWheel );

						ev.mouseWheel.up = (e.wheel.y > 0);
						ev.mouseWheel.amount = std::abs( e.wheel.y );

						Event::Queue( &ev );
					} break;

					case SDL_MULTIGESTURE: {
#if 0
						XSEvent ev( EventType::MouseWheel );

						//FIXME: translate gesture events into actual mouse wheel events
						ev.mouseWheel.up = true;
						ev.mouseWheel.amount = 1u;

						Event::Queue( &ev );
#endif
					} break;

					case SDL_KEYDOWN:
					case SDL_KEYUP: {
						SDL_Keycode key = e.key.keysym.sym;
						bool pressed = (e.key.state == SDL_PRESSED);

						//FIXME: is this really where the keystate should be set? or should it be set when the list
						//	 is pumped
						keystate[key] = pressed;

						XSEvent ev( EventType::Keyboard );

						ev.keyboard.key = key;
						ev.keyboard.down = pressed;

						Event::Queue( &ev );
					} break;

					default: {
						console.Print( PrintLevel::Developer, "Unhandled SDL event %d\n",
							e.type
						);
					} break;
					}
				}
			}