axmol/extensions/Effekseer/EffekseerRendererGL/EffekseerRenderer/EffekseerRendererGL.Base.h

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#ifndef __EFFEKSEERRENDERER_GL_BASE_H__
#define __EFFEKSEERRENDERER_GL_BASE_H__
//----------------------------------------------------------------------------------
// Include
//----------------------------------------------------------------------------------
#include "EffekseerRendererGL.Base.Pre.h"
#include <Effekseer.h>
#include <assert.h>
#include <float.h>
#include <math.h>
#include <stdio.h>
#include <string.h>
#include <list>
#include <map>
#include <queue>
#include <set>
#include <string>
#include <vector>
#include <memory>
#if _WIN32
#include <GL/glu.h>
#elif EMSCRIPTEN
#include <emscripten.h>
#endif
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
namespace EffekseerRendererGL
{
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
class RendererImplemented;
class RenderStateBase;
class DeviceObject;
class Texture;
class TargetTexture;
class DepthTexture;
class VertexBuffer;
class IndexBuffer;
class VertexArray;
class Shader;
class SpriteRenderer;
class RibbonRenderer;
class TextureLoader;
#if _WIN32
#pragma comment(lib, "glu32.lib")
#ifndef NDEBUG
#define GLCheckError() \
{ \
int __code = glGetError(); \
if (__code != GL_NO_ERROR) \
{ \
printf("GLError filename = %s , line = %d, error = %s\n", __FILE__, __LINE__, (const char*)gluErrorString(__code)); \
} \
}
#else
#define GLCheckError()
#endif
#elif EMSCRIPTEN
#ifndef NDEBUG
#define GLCheckError() \
{ \
int __code = glGetError(); \
if (__code != GL_NO_ERROR) \
{ \
EM_ASM_ARGS({ console.log("GLError filename = " + UTF8ToString($0) + " , line = " + $1); }, __FILE__, __LINE__); \
} \
}
#else
#define GLCheckError()
#endif
#else
#define GLCheckError()
#endif
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
} // namespace EffekseerRendererGL
//----------------------------------------------------------------------------------
//
//----------------------------------------------------------------------------------
#endif // __EFFEKSEERRENDERER_GL_BASE_H__