diff options
Diffstat (limited to 'src/libui_sdl/main.cpp')
-rw-r--r-- | src/libui_sdl/main.cpp | 15 |
1 files changed, 7 insertions, 8 deletions
diff --git a/src/libui_sdl/main.cpp b/src/libui_sdl/main.cpp index a686cb4..986a809 100644 --- a/src/libui_sdl/main.cpp +++ b/src/libui_sdl/main.cpp @@ -194,12 +194,11 @@ bool GLScreen_InitShader(GLuint* shader, const char* fs) } bool GLScreen_Init() -{printf("BEGINNING GL SHITO\n"); +{ + // TODO: consider using epoxy? if (!OpenGL_Init()) return false; - printf("GL INIT: %p, %p\n", glGenFramebuffers, glCreateShader); - const GLubyte* renderer = glGetString(GL_RENDERER); // get renderer string const GLubyte* version = glGetString(GL_VERSION); // version as a string printf("OpenGL: renderer: %s\n", renderer); @@ -211,7 +210,7 @@ bool GLScreen_Init() return false; memset(&GL_ShaderConfig, 0, sizeof(GL_ShaderConfig)); -printf("morp0\n"); + glGenBuffers(1, &GL_ShaderConfigUBO); glBindBuffer(GL_UNIFORM_BUFFER, GL_ShaderConfigUBO); glBufferData(GL_UNIFORM_BUFFER, sizeof(GL_ShaderConfig), &GL_ShaderConfig, GL_STATIC_DRAW); @@ -220,14 +219,14 @@ printf("morp0\n"); glGenBuffers(1, &GL_ScreenVertexBufferID); glBindBuffer(GL_ARRAY_BUFFER, GL_ScreenVertexBufferID); glBufferData(GL_ARRAY_BUFFER, sizeof(GL_ScreenVertices), NULL, GL_STATIC_DRAW); -printf("morp1\n"); + glGenVertexArrays(1, &GL_ScreenVertexArrayID); glBindVertexArray(GL_ScreenVertexArrayID); glEnableVertexAttribArray(0); // position glVertexAttribPointer(0, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(0)); glEnableVertexAttribArray(1); // texcoord glVertexAttribPointer(1, 2, GL_FLOAT, GL_FALSE, 4*4, (void*)(2*4)); -printf("morp2\n"); + glGenTextures(1, &GL_ScreenTexture); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, GL_ScreenTexture); @@ -238,7 +237,7 @@ printf("morp2\n"); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8UI, 256*3 + 1, 192*2, 0, GL_RGBA_INTEGER, GL_UNSIGNED_BYTE, NULL); GL_ScreenSizeDirty = true; -printf("morp3\n"); + return true; } @@ -394,7 +393,7 @@ void GLScreen_DrawScreen() glBindFramebuffer(GL_DRAW_FRAMEBUFFER, uiGLGetFramebuffer(GLContext)); - glClearColor(0, 0, 1, 1); + glClearColor(0, 0, 0, 1); glClear(GL_COLOR_BUFFER_BIT); int frontbuf = GPU::FrontBuffer; |