/*------------------------------------- Render Context initialization -------------------------------------*/ bool Context::init(const Display& disp, bool useVsync) { terminate(); if (disp.is_running() == false) { LS_LOG_ERR("\tAttempted to initialize a render context with no display.\n"); return false; } // Attach the OpenGL context to our window handle LS_LOG_MSG("Initializing an OpenGL rendering context."); pContext = SDL_GL_CreateContext(disp.get_window()); if (!pContext) { LS_LOG_ERR( "\tUnable to create a render context through SDL.", "\n\t", SDL_GetError(), '\n' ); terminate(); return false; } LS_LOG_MSG("\tSuccessfully created a basic render context."); // Quick setup in order to normalize OpenGL to the display coordinates. this->make_current(disp); const math::vec2i&& displayRes = disp.get_resolution(); glViewport(0, 0, displayRes[0], displayRes[1]); LS_LOG_GL_ERR(); // Set the default back buffer color const ls::draw::color::color& mgcPnk = ls::draw::color::magenta; glClearColor(mgcPnk[0], mgcPnk[1], mgcPnk[2], mgcPnk[3]); LS_LOG_GL_ERR(); glClear(GL_DEPTH_BUFFER_BIT | GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT); LS_LOG_GL_ERR(); set_vsync(useVsync); LS_LOG_MSG( "\tSuccessfully initialized a OpenGL 3.3-compatible render context:" "\n\tV-Sync: ", get_vsync() ); LS_LOG_MSG("\tSuccessfully initialized the OpenGL 3.3 render context.\n"); return true; }
/*------------------------------------- Swap the current display's front and back buffers. -------------------------------------*/ void Context::flip(const Display& disp) const { SDL_GL_SwapWindow(disp.get_window()); }
/*------------------------------------- Activate the render context used in this window. -------------------------------------*/ void Context::make_current(const Display& disp) const { SDL_GL_MakeCurrent(disp.get_window(), pContext); }