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