paysages3d/src/render/opengl/OpenGLPart.cpp

76 lines
1.6 KiB
C++

#include "OpenGLPart.h"
#include "OpenGLRenderer.h"
#include "OpenGLShaderProgram.h"
#include "OpenGLVertexArray.h"
OpenGLPart::OpenGLPart(OpenGLRenderer *renderer, const string &name)
: DefinitionWatcher("OpenGLPart/" + name), renderer(renderer), name(name) {
}
OpenGLPart::~OpenGLPart() {
for (auto pair : shaders) {
delete pair.second;
}
for (auto array : arrays) {
delete array;
}
}
void OpenGLPart::destroy() {
OpenGLFunctions *functions = getFunctions();
for (auto shader : shaders) {
shader.second->destroy(functions);
}
for (auto array : arrays) {
array->destroy(functions);
}
unregister();
}
void OpenGLPart::interrupt() {
}
void OpenGLPart::pause() {
}
void OpenGLPart::resume() {
}
OpenGLShaderProgram *OpenGLPart::createShader(const string &name) {
OpenGLShaderProgram *program = new OpenGLShaderProgram(name, renderer);
if (shaders.find(name) == shaders.end()) {
shaders[name] = program;
return program;
} else {
return 0;
}
}
OpenGLVertexArray *OpenGLPart::createVertexArray(bool has_uv, bool strip) {
OpenGLVertexArray *result = new OpenGLVertexArray(has_uv, strip);
arrays.push_back(result);
return result;
}
OpenGLFunctions *OpenGLPart::getFunctions() {
return renderer->getOpenGlFunctions();
}
void OpenGLPart::updateScenery(bool onlyCommon) {
// Let subclass do its own collecting
if (not onlyCommon) {
update();
}
}
Scenery *OpenGLPart::getScenery() const {
return renderer->getScenery();
}
OpenGLFunctions *OpenGLPart::getOpenGlFunctions() const {
return renderer->getOpenGlFunctions();
}