//----------------------------------------------------------------------------- // OpenGL 1 based rendering interface. // // Copyright 2016 whitequark //----------------------------------------------------------------------------- #include "config.h" #include "solvespace.h" #ifdef WIN32 // Include after solvespace.h to avoid identifier clashes. # include // required by GL headers #endif #ifdef __APPLE__ # include # include #else # include # include #endif namespace SolveSpace { //----------------------------------------------------------------------------- // Thin wrappers around OpenGL functions to fix bugs, adapt them to our // data structures, etc. //----------------------------------------------------------------------------- static inline void ssglNormal3v(Vector n) { glNormal3d(n.x, n.y, n.z); } static inline void ssglVertex3v(Vector v) { glVertex3d(v.x, v.y, v.z); } void ssglLineWidth(double width) { // Intel GPUs with Mesa on *nix render thin lines poorly. static bool workaroundChecked, workaroundEnabled; if(!workaroundChecked) { // ssglLineWidth can be called before GL is initialized if(glGetString(GL_VENDOR)) { workaroundChecked = true; if(!strcmp((char*)glGetString(GL_VENDOR), "Intel Open Source Technology Center")) workaroundEnabled = true; } } if(workaroundEnabled && width < 1.6) width = 1.6; glLineWidth((GLfloat)width); } static inline void ssglColorRGBA(RgbaColor color) { glColor4d(color.redF(), color.greenF(), color.blueF(), color.alphaF()); } static inline void ssglMaterialRGBA(GLenum side, RgbaColor color) { GLfloat mpb[] = { color.redF(), color.greenF(), color.blueF(), color.alphaF() }; glMaterialfv(side, GL_AMBIENT_AND_DIFFUSE, mpb); } static void ssglDepthRange(Canvas::Layer layer, int zIndex) { switch(layer) { case Canvas::Layer::NORMAL: case Canvas::Layer::FRONT: case Canvas::Layer::BACK: glDepthFunc(GL_LEQUAL); glDepthMask(GL_TRUE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); break; case Canvas::Layer::DEPTH_ONLY: glDepthFunc(GL_LEQUAL); glDepthMask(GL_TRUE); glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); break; case Canvas::Layer::OCCLUDED: glDepthFunc(GL_GREATER); glDepthMask(GL_FALSE); glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE); break; } switch(layer) { case Canvas::Layer::FRONT: glDepthRange(0.0, 0.0); break; case Canvas::Layer::BACK: glDepthRange(1.0, 1.0); break; case Canvas::Layer::NORMAL: case Canvas::Layer::DEPTH_ONLY: case Canvas::Layer::OCCLUDED: // The size of this step depends on the resolution of the Z buffer; for // a 16-bit buffer, this should be fine. double offset = 1.0 / (65535 * 0.8) * zIndex; glDepthRange(0.1 - offset, 1.0 - offset); break; } } static void ssglFillPattern(Canvas::FillPattern pattern) { static bool Init; static GLubyte MaskA[(32*32)/8]; static GLubyte MaskB[(32*32)/8]; if(!Init) { int x, y; for(x = 0; x < 32; x++) { for(y = 0; y < 32; y++) { int i = y*4 + x/8, b = x % 8; int ym = y % 4, xm = x % 4; for(int k = 0; k < 2; k++) { if(xm >= 1 && xm <= 2 && ym >= 1 && ym <= 2) { (k == 0 ? MaskB : MaskA)[i] |= (0x80 >> b); } ym = (ym + 2) % 4; xm = (xm + 2) % 4; } } } Init = true; } switch(pattern) { case Canvas::FillPattern::SOLID: glDisable(GL_POLYGON_STIPPLE); break; case Canvas::FillPattern::CHECKERED_A: glEnable(GL_POLYGON_STIPPLE); glPolygonStipple(MaskA); break; case Canvas::FillPattern::CHECKERED_B: glEnable(GL_POLYGON_STIPPLE); glPolygonStipple(MaskB); break; } } //----------------------------------------------------------------------------- // A simple OpenGL state tracker to group consecutive draw calls. //----------------------------------------------------------------------------- void OpenGl1Renderer::SelectPrimitive(GLenum mode) { if(current.drawing && current.mode == mode) { return; } else if(current.drawing) { glEnd(); } glBegin(mode); current.drawing = true; current.mode = mode; } void OpenGl1Renderer::UnSelectPrimitive() { if(!current.drawing) return; glEnd(); current.drawing = false; } Canvas::Stroke *OpenGl1Renderer::SelectStroke(hStroke hcs) { if(current.hcs.v == hcs.v) return current.stroke; Stroke *stroke = strokes.FindById(hcs); UnSelectPrimitive(); ssglColorRGBA(stroke->color); ssglDepthRange(stroke->layer, stroke->zIndex); ssglLineWidth(stroke->width); // Fat lines and points are quads affected by glPolygonStipple, so make sure // they are displayed correctly. ssglFillPattern(FillPattern::SOLID); glDisable(GL_TEXTURE_2D); current.hcs = hcs; current.stroke = stroke; current.hcf = {}; current.fill = NULL; current.texture.reset(); return stroke; } Canvas::Fill *OpenGl1Renderer::SelectFill(hFill hcf) { if(current.hcf.v == hcf.v) return current.fill; Fill *fill = fills.FindById(hcf); UnSelectPrimitive(); ssglColorRGBA(fill->color); ssglDepthRange(fill->layer, fill->zIndex); ssglFillPattern(fill->pattern); glDisable(GL_TEXTURE_2D); current.hcs = {}; current.stroke = NULL; current.hcf = hcf; current.fill = fill; current.texture.reset(); return fill; } void OpenGl1Renderer::SelectTexture(std::shared_ptr pm) { if(current.texture.lock() == pm) return; glBindTexture(GL_TEXTURE_2D, 1); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); GLenum format; switch(pm->format) { case Pixmap::Format::RGBA: format = GL_RGBA; break; case Pixmap::Format::RGB: format = GL_RGB; break; case Pixmap::Format::A: format = GL_ALPHA; break; } glTexImage2D(GL_TEXTURE_2D, 0, format, pm->width, pm->height, 0, format, GL_UNSIGNED_BYTE, &pm->data[0]); glEnable(GL_TEXTURE_2D); current.texture = pm; } //----------------------------------------------------------------------------- // OpenGL's GL_LINES mode does not work on lines thicker than about 3 px, // so we have to draw thicker lines using triangles. //----------------------------------------------------------------------------- void OpenGl1Renderer::DoFatLineEndcap(const Vector &p, const Vector &u, const Vector &v) { // A table of cos and sin of (pi*i/10 + pi/2), as i goes from 0 to 10 static const double Circle[11][2] = { { 0.0000, 1.0000 }, { -0.3090, 0.9511 }, { -0.5878, 0.8090 }, { -0.8090, 0.5878 }, { -0.9511, 0.3090 }, { -1.0000, 0.0000 }, { -0.9511, -0.3090 }, { -0.8090, -0.5878 }, { -0.5878, -0.8090 }, { -0.3090, -0.9511 }, { 0.0000, -1.0000 }, }; SelectPrimitive(GL_TRIANGLE_FAN); for(auto pc : Circle) { double c = pc[0], s = pc[1]; ssglVertex3v(p.Plus(u.ScaledBy(c)).Plus(v.ScaledBy(s))); } UnSelectPrimitive(); } void OpenGl1Renderer::DoFatLine(const Vector &a, const Vector &b, double width) { // The half-width of the line we're drawing. double hw = width / 2; Vector ab = b.Minus(a); Vector gn = (camera.projRight).Cross(camera.projUp); Vector abn = (ab.Cross(gn)).WithMagnitude(1); abn = abn.Minus(gn.ScaledBy(gn.Dot(abn))); // So now abn is normal to the projection of ab into the screen, so the // line will always have constant thickness as the view is rotated. abn = abn.WithMagnitude(hw); ab = gn.Cross(abn); ab = ab. WithMagnitude(hw); // The body of a line is a quad SelectPrimitive(GL_QUADS); ssglVertex3v(a.Plus (abn)); ssglVertex3v(b.Plus (abn)); ssglVertex3v(b.Minus(abn)); ssglVertex3v(a.Minus(abn)); // And the line has two semi-circular end caps. DoFatLineEndcap(a, ab, abn); DoFatLineEndcap(b, ab.ScaledBy(-1), abn); } void OpenGl1Renderer::DoLine(const Vector &a, const Vector &b, hStroke hcs) { if(a.Equals(b)) return; Stroke *stroke = SelectStroke(hcs); if(stroke->width <= 3.0) { SelectPrimitive(GL_LINES); ssglVertex3v(a); ssglVertex3v(b); } else { DoFatLine(a, b, stroke->width / camera.scale); } } void OpenGl1Renderer::DoPoint(Vector p, double d) { if(d <= 3.0) { Vector u = camera.projRight.WithMagnitude(d / 2.0 / camera.scale); SelectPrimitive(GL_LINES); ssglVertex3v(p.Minus(u)); ssglVertex3v(p.Plus(u)); } else { Vector u = camera.projRight.WithMagnitude(d / 2.0 / camera.scale); Vector v = camera.projUp.WithMagnitude(d / 2.0 / camera.scale); DoFatLineEndcap(p, u, v); DoFatLineEndcap(p, u.ScaledBy(-1.0), v); } } void OpenGl1Renderer::DoStippledLine(const Vector &a, const Vector &b, hStroke hcs) { Stroke *stroke = SelectStroke(hcs); const char *patternSeq; switch(stroke->stipplePattern) { case StipplePattern::CONTINUOUS: DoLine(a, b, hcs); return; case StipplePattern::SHORT_DASH: patternSeq = "- "; break; case StipplePattern::DASH: patternSeq = "- "; break; case StipplePattern::LONG_DASH: patternSeq = "_ "; break; case StipplePattern::DASH_DOT: patternSeq = "-."; break; case StipplePattern::DASH_DOT_DOT: patternSeq = "-.."; break; case StipplePattern::DOT: patternSeq = "."; break; case StipplePattern::FREEHAND: patternSeq = "~"; break; case StipplePattern::ZIGZAG: patternSeq = "~__"; break; } Vector dir = b.Minus(a); double len = dir.Magnitude(); dir = dir.WithMagnitude(1.0); const char *si = patternSeq; double end = len; double ss = stroke->stippleScale / 2.0; do { double start = end; switch(*si) { case ' ': end -= 1.0 * ss; break; case '-': start = max(start - 0.5 * ss, 0.0); end = max(start - 2.0 * ss, 0.0); if(start == end) break; DoLine(a.Plus(dir.ScaledBy(start)), a.Plus(dir.ScaledBy(end)), hcs); end = max(end - 0.5 * ss, 0.0); break; case '_': end = max(end - 4.0 * ss, 0.0); DoLine(a.Plus(dir.ScaledBy(start)), a.Plus(dir.ScaledBy(end)), hcs); break; case '.': end = max(end - 0.5 * ss, 0.0); if(end == 0.0) break; DoPoint(a.Plus(dir.ScaledBy(end)), stroke->width); end = max(end - 0.5 * ss, 0.0); break; case '~': { Vector ab = b.Minus(a); Vector gn = (camera.projRight).Cross(camera.projUp); Vector abn = (ab.Cross(gn)).WithMagnitude(1); abn = abn.Minus(gn.ScaledBy(gn.Dot(abn))); double pws = 2.0 * stroke->width / camera.scale; end = max(end - 0.5 * ss, 0.0); Vector aa = a.Plus(dir.ScaledBy(start)); Vector bb = a.Plus(dir.ScaledBy(end)) .Plus(abn.ScaledBy(pws * (start - end) / (0.5 * ss))); DoLine(aa, bb, hcs); if(end == 0.0) break; start = end; end = max(end - 1.0 * ss, 0.0); aa = a.Plus(dir.ScaledBy(end)) .Plus(abn.ScaledBy(pws)) .Minus(abn.ScaledBy(2.0 * pws * (start - end) / ss)); DoLine(bb, aa, hcs); if(end == 0.0) break; start = end; end = max(end - 0.5 * ss, 0.0); bb = a.Plus(dir.ScaledBy(end)) .Minus(abn.ScaledBy(pws)) .Plus(abn.ScaledBy(pws * (start - end) / (0.5 * ss))); DoLine(aa, bb, hcs); break; } default: ssassert(false, "Unexpected stipple pattern element"); } if(*(++si) == 0) si = patternSeq; } while(end > 0.0); } //----------------------------------------------------------------------------- // A canvas implemented using OpenGL 2 immediate mode. //----------------------------------------------------------------------------- void OpenGl1Renderer::DrawLine(const Vector &a, const Vector &b, hStroke hcs) { DoStippledLine(a, b, hcs); } void OpenGl1Renderer::DrawEdges(const SEdgeList &el, hStroke hcs) { for(const SEdge *e = el.l.First(); e; e = el.l.NextAfter(e)) { DoStippledLine(e->a, e->b, hcs); } } void OpenGl1Renderer::DrawOutlines(const SOutlineList &ol, hStroke hcs, DrawOutlinesAs drawAs) { Vector projDir = camera.projRight.Cross(camera.projUp); switch(drawAs) { case DrawOutlinesAs::EMPHASIZED_AND_CONTOUR: for(const SOutline &o : ol.l) { if(o.IsVisible(projDir) || o.tag != 0) { DoStippledLine(o.a, o.b, hcs); } } break; case DrawOutlinesAs::EMPHASIZED_WITHOUT_CONTOUR: for(const SOutline &o : ol.l) { if(!o.IsVisible(projDir) && o.tag != 0) { DoStippledLine(o.a, o.b, hcs); } } break; case DrawOutlinesAs::CONTOUR_ONLY: for(const SOutline &o : ol.l) { if(o.IsVisible(projDir)) { DoStippledLine(o.a, o.b, hcs); } } break; } } void OpenGl1Renderer::DrawVectorText(const std::string &text, double height, const Vector &o, const Vector &u, const Vector &v, hStroke hcs) { auto traceEdge = [&](Vector a, Vector b) { DoStippledLine(a, b, hcs); }; VectorFont::Builtin()->Trace(height, o, u, v, text, traceEdge, camera); } void OpenGl1Renderer::DrawQuad(const Vector &a, const Vector &b, const Vector &c, const Vector &d, hFill hcf) { SelectFill(hcf); SelectPrimitive(GL_QUADS); ssglVertex3v(a); ssglVertex3v(b); ssglVertex3v(c); ssglVertex3v(d); } void OpenGl1Renderer::DrawPoint(const Vector &o, double s, hFill hcf) { Vector r = camera.projRight.ScaledBy(s/camera.scale); Vector u = camera.projUp.ScaledBy(s/camera.scale); Vector a = o.Plus (r).Plus (u), b = o.Plus (r).Minus(u), c = o.Minus(r).Minus(u), d = o.Minus(r).Plus (u); DrawQuad(a, b, c, d, hcf); } #ifdef WIN32 #define SSGL_CALLBACK CALLBACK #else #define SSGL_CALLBACK #endif typedef void(SSGL_CALLBACK *GLUCallback)(); static void SSGL_CALLBACK Vertex(Vector *p) { ssglVertex3v(*p); } static void SSGL_CALLBACK Combine(double coords[3], void *vertexData[4], float weight[4], void **outData) { Vector *n = (Vector *)AllocTemporary(sizeof(Vector)); n->x = coords[0]; n->y = coords[1]; n->z = coords[2]; *outData = n; } void OpenGl1Renderer::DrawPolygon(const SPolygon &p, hFill hcf) { UnSelectPrimitive(); SelectFill(hcf); GLUtesselator *gt = gluNewTess(); gluTessCallback(gt, GLU_TESS_BEGIN, (GLUCallback) glBegin); gluTessCallback(gt, GLU_TESS_VERTEX, (GLUCallback) Vertex); gluTessCallback(gt, GLU_TESS_END, (GLUCallback) glEnd); gluTessCallback(gt, GLU_TESS_COMBINE, (GLUCallback) Combine); gluTessProperty(gt, GLU_TESS_WINDING_RULE, GLU_TESS_WINDING_ODD); ssglNormal3v(p.normal); gluTessNormal(gt, p.normal.x, p.normal.y, p.normal.z); gluTessBeginPolygon(gt, NULL); for(const SContour &sc : p.l) { gluTessBeginContour(gt); for(const SPoint &sp : sc.l) { double ap[3] = { sp.p.x, sp.p.y, sp.p.z }; gluTessVertex(gt, ap, (GLvoid *) &sp.p); } gluTessEndContour(gt); } gluTessEndPolygon(gt); gluDeleteTess(gt); } void OpenGl1Renderer::DrawMesh(const SMesh &m, hFill hcfFront, hFill hcfBack, hStroke hcsTriangles) { UnSelectPrimitive(); Fill *frontFill = SelectFill(hcfFront); ssglMaterialRGBA(GL_FRONT, frontFill->color); if(hcfBack.v != 0) { Fill *backFill = fills.FindById(hcfBack); ssassert(frontFill->layer == backFill->layer && frontFill->zIndex == backFill->zIndex, "frontFill and backFill should belong to the same depth range"); ssassert(frontFill->pattern == backFill->pattern, "frontFill and backFill should have the same pattern"); ssglMaterialRGBA(GL_BACK, backFill->color); glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1); } else { glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0); } RgbaColor frontColor = {}; glEnable(GL_LIGHTING); glBegin(GL_TRIANGLES); for(const STriangle &tr : m.l) { if(frontFill->color.IsEmpty()) { if(frontColor.IsEmpty() || !frontColor.Equals(tr.meta.color)) { frontColor = tr.meta.color; ssglMaterialRGBA(GL_FRONT, frontColor); } } if(tr.an.EqualsExactly(Vector::From(0, 0, 0))) { // Compute the normal from the vertices ssglNormal3v(tr.Normal()); ssglVertex3v(tr.a); ssglVertex3v(tr.b); ssglVertex3v(tr.c); } else { // Use the exact normals that are specified ssglNormal3v(tr.an); ssglVertex3v(tr.a); ssglNormal3v(tr.bn); ssglVertex3v(tr.b); ssglNormal3v(tr.cn); ssglVertex3v(tr.c); } } glEnd(); glDisable(GL_LIGHTING); if(hcsTriangles.v != 0) { Stroke *triangleStroke = SelectStroke(hcsTriangles); ssassert(triangleStroke->width == 1 && triangleStroke->stipplePattern == StipplePattern::CONTINUOUS && triangleStroke->stippleScale == 0.0, "Triangle stroke must match predefined OpenGL parameters"); glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); glBegin(GL_TRIANGLES); for(const STriangle &tr : m.l) { ssglVertex3v(tr.a); ssglVertex3v(tr.b); ssglVertex3v(tr.c); } glEnd(); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } } void OpenGl1Renderer::DrawFaces(const SMesh &m, const std::vector &faces, hFill hcf) { SelectFill(hcf); SelectPrimitive(GL_TRIANGLES); size_t facesSize = faces.size(); for(const STriangle &tr : m.l) { uint32_t face = tr.meta.face; for(size_t j = 0; j < facesSize; j++) { if(faces[j] != face) continue; ssglVertex3v(tr.a); ssglVertex3v(tr.b); ssglVertex3v(tr.c); break; } } } void OpenGl1Renderer::DrawPixmap(std::shared_ptr pm, const Vector &o, const Vector &u, const Vector &v, const Point2d &ta, const Point2d &tb, hFill hcf) { UnSelectPrimitive(); SelectFill(hcf); SelectTexture(pm); SelectPrimitive(GL_QUADS); glTexCoord2d(ta.x, ta.y); ssglVertex3v(o); glTexCoord2d(ta.x, tb.y); ssglVertex3v(o.Plus(v)); glTexCoord2d(tb.x, tb.y); ssglVertex3v(o.Plus(u).Plus(v)); glTexCoord2d(tb.x, ta.y); ssglVertex3v(o.Plus(u)); } void OpenGl1Renderer::InvalidatePixmap(std::shared_ptr pm) { if(current.texture.lock() == pm) { current.texture.reset(); } } void OpenGl1Renderer::UpdateProjection(bool flip) { UnSelectPrimitive(); glViewport(0, 0, camera.width, camera.height); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glScaled(camera.scale * 2.0 / camera.width, camera.scale * 2.0 / camera.height, camera.scale * 1.0 / 30000); double mat[16]; // Last thing before display is to apply the perspective double clp = camera.tangent * camera.scale; double sy = flip ? -1.0 : 1.0; MakeMatrix(mat, 1, 0, 0, 0, 0, sy, 0, 0, 0, 0, 1, 0, 0, 0, clp, 1); glMultMatrixd(mat); // Before that, we apply the rotation Vector projRight = camera.projRight, projUp = camera.projUp, n = camera.projUp.Cross(camera.projRight); MakeMatrix(mat, projRight.x, projRight.y, projRight.z, 0, projUp.x, projUp.y, projUp.z, 0, n.x, n.y, n.z, 0, 0, 0, 0, 1); glMultMatrixd(mat); // And before that, the translation Vector offset = camera.offset; MakeMatrix(mat, 1, 0, 0, offset.x, 0, 1, 0, offset.y, 0, 0, 1, offset.z, 0, 0, 0, 1); glMultMatrixd(mat); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); } void OpenGl1Renderer::BeginFrame() { glEnable(GL_NORMALIZE); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glEnable(GL_LINE_SMOOTH); glHint(GL_LINE_SMOOTH_HINT, GL_NICEST); // don't enable GL_POLYGON_SMOOTH; that looks ugly on some graphics cards, // drawn with leaks in the mesh glDepthFunc(GL_LEQUAL); glEnable(GL_DEPTH_TEST); if(EXACT(lighting.lightIntensity[0] != 0.0)) { glEnable(GL_LIGHT0); GLfloat f = (GLfloat)lighting.lightIntensity[0]; GLfloat li0[] = { f, f, f, 1.0f }; glLightfv(GL_LIGHT0, GL_DIFFUSE, li0); glLightfv(GL_LIGHT0, GL_SPECULAR, li0); Vector ld = camera.VectorFromProjs(lighting.lightDirection[0]); GLfloat ld0[4] = { (GLfloat)ld.x, (GLfloat)ld.y, (GLfloat)ld.z, 0 }; glLightfv(GL_LIGHT0, GL_POSITION, ld0); } if(EXACT(lighting.lightIntensity[1] != 0.0)) { glEnable(GL_LIGHT1); GLfloat f = (GLfloat)lighting.lightIntensity[1]; GLfloat li0[] = { f, f, f, 1.0f }; glLightfv(GL_LIGHT1, GL_DIFFUSE, li0); glLightfv(GL_LIGHT1, GL_SPECULAR, li0); Vector ld = camera.VectorFromProjs(lighting.lightDirection[1]); GLfloat ld0[4] = { (GLfloat)ld.x, (GLfloat)ld.y, (GLfloat)ld.z, 0 }; glLightfv(GL_LIGHT1, GL_POSITION, ld0); } if(EXACT(lighting.ambientIntensity != 0.0)) { GLfloat ambient[4] = { (float)lighting.ambientIntensity, (float)lighting.ambientIntensity, (float)lighting.ambientIntensity, 1 }; glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient); } glClearColor(lighting.backgroundColor.redF(), lighting.backgroundColor.greenF(), lighting.backgroundColor.blueF(), lighting.backgroundColor.alphaF()); glClear(GL_COLOR_BUFFER_BIT); glClearDepth(1.0); glClear(GL_DEPTH_BUFFER_BIT); } void OpenGl1Renderer::EndFrame() { UnSelectPrimitive(); glFlush(); GLenum error = glGetError(); if(error != GL_NO_ERROR) { dbp("glGetError() == 0x%X %s", error, gluErrorString(error)); } } std::shared_ptr OpenGl1Renderer::ReadFrame() { std::shared_ptr pixmap = Pixmap::Create(Pixmap::Format::RGB, (size_t)camera.width, (size_t)camera.height); glReadPixels(0, 0, camera.width, camera.height, GL_RGB, GL_UNSIGNED_BYTE, &pixmap->data[0]); return pixmap; } void OpenGl1Renderer::GetIdent(const char **vendor, const char **renderer, const char **version) { *vendor = (const char *)glGetString(GL_VENDOR); *renderer = (const char *)glGetString(GL_RENDERER); *version = (const char *)glGetString(GL_VERSION); } }