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Diffstat (limited to 'backends/graphics/opengl/opengl-graphics.cpp')
-rw-r--r--backends/graphics/opengl/opengl-graphics.cpp68
1 files changed, 34 insertions, 34 deletions
diff --git a/backends/graphics/opengl/opengl-graphics.cpp b/backends/graphics/opengl/opengl-graphics.cpp
index 2af7da5f1f..34d4ca888c 100644
--- a/backends/graphics/opengl/opengl-graphics.cpp
+++ b/backends/graphics/opengl/opengl-graphics.cpp
@@ -370,13 +370,13 @@ void OpenGLGraphicsManager::updateScreen() {
// cleared. For example, when switching from overlay visible to
// invisible, we need to assure that all contents are cleared to
// properly remove all overlay contents.
- GLCALL(glDisable(GL_SCISSOR_TEST));
- GLCALL(glClear(GL_COLOR_BUFFER_BIT));
- GLCALL(glEnable(GL_SCISSOR_TEST));
+ GL_CALL(glDisable(GL_SCISSOR_TEST));
+ GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
+ GL_CALL(glEnable(GL_SCISSOR_TEST));
--_scissorOverride;
} else {
- GLCALL(glClear(GL_COLOR_BUFFER_BIT));
+ GL_CALL(glClear(GL_COLOR_BUFFER_BIT));
}
const GLfloat shakeOffset = _gameScreenShakeOffset * (GLfloat)_displayHeight / _gameScreen->getHeight();
@@ -418,13 +418,13 @@ void OpenGLGraphicsManager::updateScreen() {
}
// Set the OSD transparency.
- GLCALL(glColor4f(1.0f, 1.0f, 1.0f, _osdAlpha / 100.0f));
+ GL_CALL(glColor4f(1.0f, 1.0f, 1.0f, _osdAlpha / 100.0f));
// Draw the OSD texture.
_osd->draw(0, 0, _outputScreenWidth, _outputScreenHeight);
// Reset color.
- GLCALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f));
+ GL_CALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f));
}
#endif
@@ -466,7 +466,7 @@ void OpenGLGraphicsManager::showOverlay() {
_forceRedraw = true;
// Allow drawing inside full screen area.
- GLCALL(glDisable(GL_SCISSOR_TEST));
+ GL_CALL(glDisable(GL_SCISSOR_TEST));
// Update cursor position.
setMousePosition(_cursorX, _cursorY);
@@ -477,7 +477,7 @@ void OpenGLGraphicsManager::hideOverlay() {
_forceRedraw = true;
// Limit drawing to screen area.
- GLCALL(glEnable(GL_SCISSOR_TEST));
+ GL_CALL(glEnable(GL_SCISSOR_TEST));
_scissorOverride = 3;
// Update cursor position.
@@ -755,17 +755,17 @@ void OpenGLGraphicsManager::setActualScreenSize(uint width, uint height) {
_outputScreenHeight = height;
// Setup coordinates system.
- GLCALL(glViewport(0, 0, _outputScreenWidth, _outputScreenHeight));
+ GL_CALL(glViewport(0, 0, _outputScreenWidth, _outputScreenHeight));
- GLCALL(glMatrixMode(GL_PROJECTION));
- GLCALL(glLoadIdentity());
+ GL_CALL(glMatrixMode(GL_PROJECTION));
+ GL_CALL(glLoadIdentity());
#ifdef USE_GLES
- GLCALL(glOrthof(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1));
+ GL_CALL(glOrthof(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1));
#else
- GLCALL(glOrtho(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1));
+ GL_CALL(glOrtho(0, _outputScreenWidth, _outputScreenHeight, 0, -1, 1));
#endif
- GLCALL(glMatrixMode(GL_MODELVIEW));
- GLCALL(glLoadIdentity());
+ GL_CALL(glMatrixMode(GL_MODELVIEW));
+ GL_CALL(glLoadIdentity());
uint overlayWidth = width;
uint overlayHeight = height;
@@ -839,33 +839,33 @@ void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &def
initializeGLContext();
// Disable 3D properties.
- GLCALL(glDisable(GL_CULL_FACE));
- GLCALL(glDisable(GL_DEPTH_TEST));
- GLCALL(glDisable(GL_LIGHTING));
- GLCALL(glDisable(GL_FOG));
- GLCALL(glDisable(GL_DITHER));
- GLCALL(glShadeModel(GL_FLAT));
- GLCALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST));
+ GL_CALL(glDisable(GL_CULL_FACE));
+ GL_CALL(glDisable(GL_DEPTH_TEST));
+ GL_CALL(glDisable(GL_LIGHTING));
+ GL_CALL(glDisable(GL_FOG));
+ GL_CALL(glDisable(GL_DITHER));
+ GL_CALL(glShadeModel(GL_FLAT));
+ GL_CALL(glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST));
// Default to black as clear color.
- GLCALL(glClearColor(0.0f, 0.0f, 0.0f, 0.0f));
- GLCALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f));
+ GL_CALL(glClearColor(0.0f, 0.0f, 0.0f, 0.0f));
+ GL_CALL(glColor4f(1.0f, 1.0f, 1.0f, 1.0f));
// Setup alpha blend (for overlay and cursor).
- GLCALL(glEnable(GL_BLEND));
- GLCALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
+ GL_CALL(glEnable(GL_BLEND));
+ GL_CALL(glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA));
// Enable rendering with vertex and coord arrays.
- GLCALL(glEnableClientState(GL_VERTEX_ARRAY));
- GLCALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
+ GL_CALL(glEnableClientState(GL_VERTEX_ARRAY));
+ GL_CALL(glEnableClientState(GL_TEXTURE_COORD_ARRAY));
- GLCALL(glEnable(GL_TEXTURE_2D));
+ GL_CALL(glEnable(GL_TEXTURE_2D));
// Setup scissor state accordingly.
if (_overlayVisible) {
- GLCALL(glDisable(GL_SCISSOR_TEST));
+ GL_CALL(glDisable(GL_SCISSOR_TEST));
} else {
- GLCALL(glEnable(GL_SCISSOR_TEST));
+ GL_CALL(glEnable(GL_SCISSOR_TEST));
}
// Clear the whole screen for the first three frames to assure any
// leftovers are cleared.
@@ -874,7 +874,7 @@ void OpenGLGraphicsManager::notifyContextCreate(const Graphics::PixelFormat &def
// We use a "pack" alignment (when reading from textures) to 4 here,
// since the only place where we really use it is the BMP screenshot
// code and that requires the same alignment too.
- GLCALL(glPixelStorei(GL_PACK_ALIGNMENT, 4));
+ GL_CALL(glPixelStorei(GL_PACK_ALIGNMENT, 4));
// Query information needed by textures.
Texture::queryTextureInformation();
@@ -1118,7 +1118,7 @@ void OpenGLGraphicsManager::recalculateDisplayArea() {
// Setup drawing limitation for game graphics.
// This invovles some trickery because OpenGL's viewport coordinate system
// is upside down compared to ours.
- GLCALL(glScissor(_displayX,
+ GL_CALL(glScissor(_displayX,
_outputScreenHeight - _displayHeight - _displayY,
_displayWidth,
_displayHeight));
@@ -1206,7 +1206,7 @@ void OpenGLGraphicsManager::saveScreenshot(const Common::String &filename) const
uint8 *pixels = new uint8[lineSize * height];
// Get pixel data from OpenGL buffer
- GLCALL(glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels));
+ GL_CALL(glReadPixels(0, 0, width, height, GL_RGB, GL_UNSIGNED_BYTE, pixels));
// BMP stores as BGR. Since we can't assume that GL_BGR is supported we
// will swap the components from the RGB we read to BGR on our own.