oopsie, forgot to delete the commented-out code
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1 changed files with 2 additions and 89 deletions
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@ -61,57 +61,14 @@
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+version+))
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(sdl2:with-gl-context (gl-context win)
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(sdl2:gl-make-current win gl-context)
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(let (#|(framebuf (gl:gen-framebuffer))
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(renderbuf (gl:gen-renderbuffer))
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(render-texture (gl:gen-texture))
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(win-width (nth-value 0 (sdl2:get-window-size win)))
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(win-height (nth-value 1 (sdl2:get-window-size win)))|#
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(prev-tick (sdl2:get-ticks))
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(let ((prev-tick (sdl2:get-ticks))
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(this-tick (sdl2:get-ticks))
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(prev-profiling-tick (sdl2:get-performance-counter))
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(profiling-scale (/ (sdl2:get-performance-frequency) 1000.0)))
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,@(loop for system in *world-systems*
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append `((,(second system))))
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#|
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;; set up framebuffer
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(gl:bind-framebuffer :framebuffer framebuf)
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(gl:bind-texture :texture-2d render-texture)
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(gl:tex-image-2d :texture-2d 0 :rgba *view-width* *view-height* 0 :rgba :unsigned-byte (cffi:null-pointer))
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(gl:tex-parameter :texture-2d :texture-wrap-s :clamp-to-edge)
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(gl:tex-parameter :texture-2d :texture-wrap-t :clamp-to-edge)
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(gl:tex-parameter :texture-2d :texture-min-filter :nearest)
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(gl:tex-parameter :texture-2d :texture-mag-filter :nearest)
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(gl:bind-texture :texture-2d 0)
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(gl:framebuffer-texture-2d :framebuffer :color-attachment0 :texture-2d render-texture 0)
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(gl:bind-renderbuffer :renderbuffer renderbuf)
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(gl:renderbuffer-storage :renderbuffer :depth24-stencil8 *view-width* *view-height*)
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(gl:bind-renderbuffer :renderbuffer 0)
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(gl:framebuffer-renderbuffer :framebuffer :depth-stencil-attachment :renderbuffer renderbuf)
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;; make sure it's valid
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(let ((result (gl:check-framebuffer-status :framebuffer)))
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(unless (gl::enum= result :framebuffer-complete)
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(error "Failed to create framebuffer: ~S" result)))
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(format t "texture-resident-p: ~S~%" (gl:texture-resident-p render-texture))
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;; set up gl
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(gl:matrix-mode :projection)
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(gl:ortho 0 *view-width*
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0 *view-height*
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-1024 1024)
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(gl:matrix-mode :modelview)
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(gl:load-identity)
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(gl:clear-color 0.0 0.0 0.0 1.0)
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(gl:clear :color-buffer)
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(gl:clear :depth-buffer)
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|#
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(sdl2:with-event-loop (:method :poll)
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(:quit () t)
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(:idle ()
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@ -130,49 +87,5 @@
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(format t ,(format nil "~S~A" (first system) "=~S ")
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(/ (- (sdl2:get-performance-counter) prev-profiling-tick) profiling-scale))
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))
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#|
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;; draw to render texture
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(gl:bind-framebuffer :framebuffer framebuf)
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(gl:viewport 0 0 *view-width* *view-height*)
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(gl:clear :color-buffer)
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(gl:enable :depth-test)
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(let ((render-pass nil))
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(loop for view-ptr in *world-views*
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for view = (ensure-live (weak-pointer-value view-ptr))
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when (and (o! view active-p) (o! view actor tree-active-p))
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do (progn
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(unless (eql (o! view render-pass) render-pass)
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(setf render-pass (o! view render-pass))
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(gl:clear :depth-buffer))
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(o! view (render-view *world-drawables*)))))
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(gl:flush)
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(format t "draw=~S " (/ (- (sdl2:get-performance-counter) prev-profiling-tick) profiling-scale))
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;; now draw to window
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(gl:bind-framebuffer :framebuffer 0)
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(gl:viewport 0 0 win-width win-height)
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(gl:clear :color-buffer)
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(gl:disable :depth-test)
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(gl:enable :texture-2d)
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(gl:bind-texture :texture-2d render-texture)
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(gl:matrix-mode :modelview)
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(gl:load-identity)
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(gl:with-primitives :quads
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(gl:color 1.0 1.0 1.0 1.0)
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(gl:tex-coord 0.0 0.0)
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(gl:vertex 0.0 0.0)
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(gl:tex-coord 1.0 0.0)
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(gl:vertex *view-width* 0.0)
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(gl:tex-coord 1.0 1.0)
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(gl:vertex *view-width* *view-height*)
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(gl:tex-coord 0.0 1.0)
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(gl:vertex 0.0 *view-height*))
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(gl:disable :texture-2d)
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(gl:flush)
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(format t "blit=~S~%" (/ (- (sdl2:get-performance-counter) prev-profiling-tick) profiling-scale))
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|#
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(sdl2:gl-swap-window win)))
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)))))
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