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authorGravatar Benjamin Barenblat <bbarenblat@gmail.com>2022-01-17 23:12:32 -0500
committerGravatar Benjamin Barenblat <bbarenblat@gmail.com>2022-01-30 15:55:27 -0500
commitd0e18bdb7924c71cdca8dd983711171d87ef28be (patch)
tree6be11aae0b7c8874e6507b75b4ef26d1353952c7 /src/gl/draw.cc
glplanet, an OpenGL-based planetary rendererHEADmain
glplanet draws Earth like it currently appears from space, putting nighttime areas in shadow and daytime areas in light. It’s modeled after Xplanet (http://xplanet.sourceforge.net/), but whereas Xplanet is entirely a CPU-resident program, glplanet draws using OpenGL. It’s thus much less resource-intensive, particularly when using high-resolution textures.
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diff --git a/src/gl/draw.cc b/src/gl/draw.cc
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+// Copyright 2021, 2022 Benjamin Barenblat
+//
+// Licensed under the Apache License, Version 2.0 (the "License"); you may not
+// use this file except in compliance with the License. You may obtain a copy of
+// the License at
+//
+// https://www.apache.org/licenses/LICENSE-2.0
+//
+// Unless required by applicable law or agreed to in writing, software
+// distributed under the License is distributed on an "AS IS" BASIS, WITHOUT
+// WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the
+// License for the specific language governing permissions and limitations under
+// the License.
+
+#include "src/gl/draw.h"
+
+#include <assert.h>
+
+#include "src/gl/error.h"
+#include "src/gl/vertex_array.h"
+#include "src/util.h"
+#include "third_party/glew/include/GL/glew.h"
+
+namespace gl {
+
+void DrawElements(const gl::VertexArray& vao, Primitive mode) {
+ gl_internal::CheckThreadSafety();
+
+ GLenum type;
+ switch (vao.element_buffer().element_size()) {
+ case 1:
+ type = GL_UNSIGNED_BYTE;
+ break;
+ case 2:
+ type = GL_UNSIGNED_SHORT;
+ break;
+ case 4:
+ type = GL_UNSIGNED_INT;
+ break;
+ default:
+ assert(false);
+ };
+
+ glDrawElements(FromEnum(mode), vao.element_buffer().size(), type,
+ /*indices=*/0);
+ // This error check is necessary because the mode could be unsupported.
+ gl_internal::ErrorCheck();
+}
+
+void SetViewport(int x, int y, int width, int height) {
+ gl_internal::CheckThreadSafety();
+ glViewport(x, y, width, height);
+ gl_internal::ErrorCheck();
+}
+
+} // namespace gl