| 1015 | void EngineGL33::ClearLights() {} |
| 1016 | |
| 1017 | void EngineGL33::InitGL() |
| 1018 | { |
| 1019 | LOG_INFO(Graphics, "GL33: InitGL — initializing shaders"); |
| 1020 | if (!_glContext) |
| 1021 | return; |
| 1022 | |
| 1023 | _frameOpen = false; |
| 1024 | |
| 1025 | // Initialize queue storage |
| 1026 | static StaticStorage<WORD> TriangleQueueStorageNo[MaxTriQueues]; |
| 1027 | for (int i = 0; i < MaxTriQueues; i++) |
| 1028 | { |
| 1029 | TriQueue& triqNo = _queueNo._tri[i]; |
| 1030 | triqNo._triangleQueue.SetStorage(TriangleQueueStorageNo[i].Init(TriQueueSize)); |
| 1031 | } |
| 1032 | |
| 1033 | // 1x1 opaque-white sentinel for untextured P3D faces — see EngineGL33.hpp |
| 1034 | // for the full rationale. Created FIRST (before any other GL setup) |
| 1035 | // and pre-bound to unit 0, so any draw triggered before the first |
| 1036 | // SetTexture (early splash/progress paths) samples a defined texture |
| 1037 | // instead of GL name 0. |
| 1038 | glGenTextures(1, &_fallbackWhiteTex); |
| 1039 | GL33Bind::Tex2D(kUploadUnit - GL_TEXTURE0, _fallbackWhiteTex); |
| 1040 | const uint32_t whitePixel = 0xFFFFFFFFu; |
| 1041 | glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, &whitePixel); |
| 1042 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); |
| 1043 | glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); |
| 1044 | GL33Bind::Tex2D(0, _fallbackWhiteTex); |
| 1045 | GL33Bind::Tex2D(1, _fallbackWhiteTex); |
| 1046 | GL33Bind::ActiveUnit(0); |
| 1047 | |
| 1048 | CreateVB(); |
| 1049 | CreateVBTL(); |
| 1050 | CreateTextBank(); |
| 1051 | Init3DState(); |
| 1052 | } |
| 1053 | |
| 1054 | void EngineGL33::ShutdownGL() |
| 1055 | { |
nothing calls this directly
no test coverage detected