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path: root/drivers/gles3/rasterizer_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_gles3.cpp63
1 files changed, 37 insertions, 26 deletions
diff --git a/drivers/gles3/rasterizer_gles3.cpp b/drivers/gles3/rasterizer_gles3.cpp
index 1ad99d2d41..a8133c1317 100644
--- a/drivers/gles3/rasterizer_gles3.cpp
+++ b/drivers/gles3/rasterizer_gles3.cpp
@@ -102,10 +102,10 @@ void RasterizerGLES3::begin_frame(double frame_step) {
texture_storage->frame.count++;
texture_storage->frame.delta = frame_step;
- storage.update_dirty_resources();
+ storage->update_dirty_resources();
- storage.info.render_final = storage.info.render;
- storage.info.render.reset();
+ storage->info.render_final = storage->info.render;
+ storage->info.render.reset();
//scene->iteration();
}
@@ -196,10 +196,14 @@ typedef void (*DEBUGPROCARB)(GLenum source,
typedef void (*DebugMessageCallbackARB)(DEBUGPROCARB callback, const void *userParam);
void RasterizerGLES3::initialize() {
- print_verbose("Using OpenGL video driver");
+ print_line("OpenGL Renderer: " + RS::get_singleton()->get_video_adapter_name());
- texture_storage.set_main_thread_id(Thread::get_caller_id());
+ texture_storage->set_main_thread_id(Thread::get_caller_id());
+ // make sure the OS knows to only access the renderer from the main thread
+ OS::get_singleton()->set_render_main_thread_mode(OS::RENDER_MAIN_THREAD_ONLY);
+}
+RasterizerGLES3::RasterizerGLES3() {
#ifdef GLAD_ENABLED
if (!gladLoadGL()) {
ERR_PRINT("Error initializing GLAD");
@@ -251,21 +255,28 @@ void RasterizerGLES3::initialize() {
#endif // GLES_OVER_GL
#endif // CAN_DEBUG
- print_line("OpenGL Renderer: " + RS::get_singleton()->get_video_adapter_name());
- storage.initialize();
- canvas.initialize();
- // scene.initialize();
-
- // make sure the OS knows to only access the renderer from the main thread
- OS::get_singleton()->set_render_main_thread_mode(OS::RENDER_MAIN_THREAD_ONLY);
+ // OpenGL needs to be initialized before initializing the Rasterizers
+ config = memnew(GLES3::Config);
+ texture_storage = memnew(GLES3::TextureStorage);
+ material_storage = memnew(GLES3::MaterialStorage);
+ mesh_storage = memnew(GLES3::MeshStorage);
+ particles_storage = memnew(GLES3::ParticlesStorage);
+ light_storage = memnew(GLES3::LightStorage);
+ storage = memnew(RasterizerStorageGLES3);
+ canvas = memnew(RasterizerCanvasGLES3(storage));
+ scene = memnew(RasterizerSceneGLES3);
}
-RasterizerGLES3::RasterizerGLES3() {
- canvas.storage = &storage;
- canvas.scene_render = &scene;
- //storage.canvas = &canvas;
- //scene.storage = &storage;
- //storage.scene = &scene;
+RasterizerGLES3::~RasterizerGLES3() {
+ memdelete(scene);
+ memdelete(canvas);
+ memdelete(storage);
+ memdelete(light_storage);
+ memdelete(particles_storage);
+ memdelete(mesh_storage);
+ memdelete(material_storage);
+ memdelete(texture_storage);
+ memdelete(config);
}
void RasterizerGLES3::prepare_for_blitting_render_targets() {
@@ -327,12 +338,12 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
}
glClear(GL_COLOR_BUFFER_BIT);
- canvas.canvas_begin();
+ canvas->canvas_begin();
- RID texture = texture_storage.texture_create();
+ RID texture = texture_storage->texture_create();
//texture_storage.texture_allocate(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, p_use_filter ? VS::TEXTURE_FLAG_FILTER : 0);
- texture_storage._texture_allocate_internal(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D);
- texture_storage.texture_set_data(texture, p_image);
+ texture_storage->_texture_allocate_internal(texture, p_image->get_width(), p_image->get_height(), 0, p_image->get_format(), RenderingDevice::TEXTURE_TYPE_2D);
+ texture_storage->texture_set_data(texture, p_image);
Rect2 imgrect(0, 0, p_image->get_width(), p_image->get_height());
Rect2 screenrect;
@@ -354,13 +365,13 @@ void RasterizerGLES3::set_boot_image(const Ref<Image> &p_image, const Color &p_c
screenrect.position += ((Size2(win_size.width, win_size.height) - screenrect.size) / 2.0).floor();
}
- GLES3::Texture *t = texture_storage.get_texture(texture);
- glActiveTexture(GL_TEXTURE0 + config.max_texture_image_units - 1);
+ GLES3::Texture *t = texture_storage->get_texture(texture);
+ glActiveTexture(GL_TEXTURE0 + config->max_texture_image_units - 1);
glBindTexture(GL_TEXTURE_2D, t->tex_id);
glBindTexture(GL_TEXTURE_2D, 0);
- canvas.canvas_end();
+ canvas->canvas_end();
- texture_storage.texture_free(texture);
+ texture_storage->texture_free(texture);
end_frame(true);
}