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Variadic Macros for Pushing and Popping GL State
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extern void bilContext_glClientState(dispatch_block_t contextBlock, GLenum clientState, ... ) | |
{ | |
va_list arguments; | |
GLenum value; | |
va_start(arguments, clientState); | |
for (value = clientState; value > 0; value = va_arg(arguments, GLenum)) | |
{ | |
glEnableClientState(value); | |
} | |
va_end(arguments); | |
contextBlock(); | |
va_start(arguments, clientState); | |
for (value = clientState; value > 0; value = va_arg(arguments, GLenum)) | |
{ | |
glDisableClientState(value); | |
} | |
va_end(arguments); | |
} | |
extern void bilContext_glEnable(dispatch_block_t contextBlock, GLenum feature, ... ) | |
{ | |
va_list arguments; | |
GLenum value; | |
va_start(arguments, feature); | |
for (value = feature; value > 0; value = va_arg(arguments, GLenum)) | |
{ | |
glEnable(value); | |
} | |
va_end(arguments); | |
contextBlock(); | |
va_start(arguments, feature); | |
for (value = feature; value > 0; value = va_arg(arguments, GLenum)) | |
{ | |
glDisable(value); | |
} | |
va_end(arguments); | |
} | |
extern void bilContext_glMatrix4(dispatch_block_t contextBlock, GLKMatrix4 matrix) | |
{ | |
glPushMatrix(); | |
glMultMatrixf(matrix.m); | |
contextBlock(); | |
glPopMatrix(); | |
} |
Is there a lot of these state change methods Lawrence?
This
// Load Tex
glEnable(GL_TEXTURE_2D);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBindTexture(GL_TEXTURE_2D, textureId);
// Point Sprite Mode
glEnable(GL_BLEND);
glEnable(GL_POINT_SPRITE_OES);
glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
// Vertex Array Pointer
glEnableClientState(GL_VERTEX_ARRAY);
GLKVector2 * firstVectorPtr = &(_particles->position);
glVertexPointer(2, GL_FLOAT, sizeof(BILGLParticle), firstVectorPtr);
// Point Size Pointer
//glPointSize(60);
glEnableClientState(GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES);
float * firstSizePtr = &(_particles->size);
glPointSizePointerOES(GL_FLOAT, sizeof(BILGLParticle), firstSizePtr);
// Color Pointer
glEnableClientState(GL_COLOR_ARRAY);
GLKVector4 * firstColorPtr = &(_particles->color);
glColorPointer(4, GL_FLOAT, sizeof(BILGLParticle), firstColorPtr);
// Perform the Draw
glDrawArrays(GL_POINTS, 0, count);
// Disable Client States
glDisableClientState(GL_COLOR_ARRAY);
glDisableClientState(GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES);
glDisableClientState(GL_VERTEX_ARRAY);
// End Tex
glDisable(GL_TEXTURE_2D);
// End Point Sprite Mode
glDisable(GL_BLEND);
glDisable(GL_POINT_SPRITE_OES);
glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_FALSE);
Goes to this
bilContext_glEnable(^{
bilContext_glClientState(^{
// Load Tex
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
glBindTexture(GL_TEXTURE_2D, textureId);
glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_TRUE);
// Vertex Array Pointer
GLKVector2 * firstVectorPtr = &(_particles->position);
glVertexPointer(2, GL_FLOAT, sizeof(BILGLParticle), firstVectorPtr);
// Point Size Pointer
//glPointSize(60);
float * firstSizePtr = &(_particles->size);
glPointSizePointerOES(GL_FLOAT, sizeof(BILGLParticle), firstSizePtr);
// Color Pointer
GLKVector4 * firstColorPtr = &(_particles->color);
glColorPointer(4, GL_FLOAT, sizeof(BILGLParticle), firstColorPtr);
// Perform the Draw
glDrawArrays(GL_POINTS, 0, count);
// Disable
glTexEnvi(GL_POINT_SPRITE_OES, GL_COORD_REPLACE_OES, GL_FALSE);
}, GL_COLOR_ARRAY, GL_POINT_SIZE_ARRAY_BUFFER_BINDING_OES, GL_VERTEX_ARRAY);
}, GL_TEXTURE_2D, GL_BLEND, GL_POINT_SPRITE_OES);
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// I'd even consider wrapping it in some simple block syntax.
[BILGLWrapper pushMatrix:^{
glMultMatrixf(normalizeScaleMatrix(self.particleModel, _glView).m);
drawPointSpriteOES1(view, _particles, _currentParticleCount, _textureInfo.name);
}];