Improved clarity/readability of internal OpenGL state shadowing functions

This commit is contained in:
Alex Szpakowski
2013-04-17 01:06:33 -03:00
parent f1770edaa1
commit 6fd3038405
9 changed files with 247 additions and 183 deletions
+20 -20
View File
@@ -107,13 +107,13 @@ struct FramebufferStrategyGL3 : public FramebufferStrategy
}
glGenTextures(1, &img);
bindTexture(img);
gl.bindTexture(img);
setTextureFilter(Image::getDefaultFilter());
gl.setTextureFilter(Image::getDefaultFilter());
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height,
0, GL_RGBA, format, NULL);
bindTexture(0);
gl.bindTexture(0);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, img, 0);
@@ -127,7 +127,7 @@ struct FramebufferStrategyGL3 : public FramebufferStrategy
}
virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img)
{
deleteTexture(img);
gl.deleteTexture(img);
glDeleteRenderbuffers(1, &depth_stencil);
glDeleteFramebuffers(1, &framebuffer);
}
@@ -209,13 +209,13 @@ struct FramebufferStrategyPackedEXT : public FramebufferStrategy
}
glGenTextures(1, &img);
bindTexture(img);
gl.bindTexture(img);
setTextureFilter(Image::getDefaultFilter());
gl.setTextureFilter(Image::getDefaultFilter());
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height,
0, GL_RGBA, format, NULL);
bindTexture(0);
gl.bindTexture(0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, img, 0);
@@ -230,7 +230,7 @@ struct FramebufferStrategyPackedEXT : public FramebufferStrategy
virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img)
{
deleteTexture(img);
gl.deleteTexture(img);
glDeleteRenderbuffersEXT(1, &depth_stencil);
glDeleteFramebuffersEXT(1, &framebuffer);
}
@@ -310,13 +310,13 @@ struct FramebufferStrategyEXT : public FramebufferStrategyPackedEXT
}
glGenTextures(1, &img);
bindTexture(img);
gl.bindTexture(img);
setTextureFilter(Image::getDefaultFilter());
gl.setTextureFilter(Image::getDefaultFilter());
glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height,
0, GL_RGBA, format, NULL);
bindTexture(0);
gl.bindTexture(0);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, img, 0);
@@ -644,26 +644,26 @@ const std::vector<Canvas *> &Canvas::getAttachedCanvases() const
void Canvas::setFilter(const Image::Filter &f)
{
bindTexture(img);
setTextureFilter(f);
gl.bindTexture(img);
gl.setTextureFilter(f);
}
Image::Filter Canvas::getFilter() const
{
bindTexture(img);
return getTextureFilter();
gl.bindTexture(img);
return gl.getTextureFilter();
}
void Canvas::setWrap(const Image::Wrap &w)
{
bindTexture(img);
setTextureWrap(w);
gl.bindTexture(img);
gl.setTextureWrap(w);
}
Image::Wrap Canvas::getWrap() const
{
bindTexture(img);
return getTextureWrap();
gl.bindTexture(img);
return gl.getTextureWrap();
}
bool Canvas::loadVolatile()
@@ -708,7 +708,7 @@ void Canvas::drawv(const Matrix &t, const vertex *v) const
glMultMatrixf((const GLfloat *)t.getElements());
bindTexture(img);
gl.bindTexture(img);
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);