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synced 2026-08-16 16:20:42 +02:00
Add new variants of love.graphics.clear for controlling how the depth and stencil buffers are cleared.
- Add love.graphics.clear(r, g, b, a [, stencilvalue, depthvalue]). - Add love.graphics.clear(color1, color2, …, [, stencilvalue, depthvalue]). - Add love.graphics.clear(false, stencilvalue, depthvalue). stencilvalue and depthvalue are either true, false, or a number. True is the default behaviour and clears that buffer to the default value (0 for stencil, 1 for depth), false prevents clearing. The third variant listed above only clears the depth and/or stencil buffers and not the color buffer. --HG-- branch : minor
This commit is contained in:
@@ -26,6 +26,7 @@
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#include "common/Module.h"
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#include "common/StringMap.h"
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#include "common/Vector.h"
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#include "common/Optional.h"
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#include "StreamBuffer.h"
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#include "vertex.h"
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#include "Color.h"
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@@ -58,6 +59,8 @@ class Text;
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class Video;
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class Buffer;
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typedef Optional<Colorf> OptionalColorf;
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const int MAX_COLOR_RENDER_TARGETS = 8;
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/**
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@@ -253,12 +256,6 @@ public:
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}
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};
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struct OptionalColorf
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{
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Colorf c;
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bool enabled;
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};
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struct StreamDrawRequest
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{
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vertex::PrimitiveMode primitiveMode = vertex::PrimitiveMode::TRIANGLES;
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@@ -397,8 +394,8 @@ public:
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**/
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void reset();
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virtual void clear(Colorf color) = 0;
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virtual void clear(const std::vector<OptionalColorf> &colors) = 0;
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virtual void clear(OptionalColorf color, OptionalInt stencil, OptionalDouble depth) = 0;
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virtual void clear(const std::vector<OptionalColorf> &colors, OptionalInt stencil, OptionalDouble depth) = 0;
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virtual void discard(const std::vector<bool> &colorbuffers, bool depthstencil) = 0;
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@@ -525,7 +522,7 @@ public:
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/**
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* Clear the stencil buffer in the active Canvas(es.)
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**/
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virtual void clearStencil() = 0;
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virtual void clearStencil(int value) = 0;
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/**
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* Sets the enabled color components when rendering.
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@@ -128,6 +128,7 @@ public:
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UniformType baseType;
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TextureType textureType;
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bool isDepthTexture;
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std::string name;
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union
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@@ -60,7 +60,11 @@ static GLenum createFBO(GLuint &framebuffer, TextureType texType, PixelFormat fo
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gl.framebufferTexture(attachment, texType, texture, 0, layer, face);
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if (isPixelFormatDepthStencil(format))
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{
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glClearDepth(1.0);
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glClearStencil(0);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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else
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{
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
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@@ -116,7 +120,11 @@ static bool createRenderbuffer(int width, int height, int &samples, PixelFormat
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if (status == GL_FRAMEBUFFER_COMPLETE && (reqsamples <= 1 || samples > 1))
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{
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if (isPixelFormatDepthStencil(pixelformat))
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{
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glClearDepth(1.0);
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glClearStencil(0);
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glClear(GL_DEPTH_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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}
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else
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{
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// Initialize the buffer to transparent black.
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@@ -703,15 +703,36 @@ void Graphics::endPass()
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}
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}
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void Graphics::clear(Colorf c)
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void Graphics::clear(OptionalColorf c, OptionalInt stencil, OptionalDouble depth)
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{
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flushStreamDraws();
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if (c.hasValue || stencil.hasValue || depth.hasValue)
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flushStreamDraws();
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gammaCorrectColor(c);
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glClearColor(c.r, c.g, c.b, c.a);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLbitfield flags = 0;
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if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current)
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if (c.hasValue)
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{
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gammaCorrectColor(c.value);
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glClearColor(c.value.r, c.value.g, c.value.b, c.value.a);
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flags |= GL_COLOR_BUFFER_BIT;
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}
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if (stencil.hasValue)
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{
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glClearStencil(stencil.value);
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flags |= GL_STENCIL_BUFFER_BIT;
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}
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if (depth.hasValue)
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{
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glClearDepth(depth.value);
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flags |= GL_DEPTH_BUFFER_BIT;
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}
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if (flags != 0)
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glClear(flags);
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if (flags != 0 && gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current)
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{
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// This seems to be enough to fix the bug for me. Other methods I've
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// tried (e.g. dummy draws) don't work in all cases.
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@@ -720,9 +741,9 @@ void Graphics::clear(Colorf c)
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}
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}
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void Graphics::clear(const std::vector<OptionalColorf> &colors)
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void Graphics::clear(const std::vector<OptionalColorf> &colors, OptionalInt stencil, OptionalDouble depth)
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{
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if (colors.size() == 0)
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if (colors.size() == 0 && !stencil.hasValue && !depth.hasValue)
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return;
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int ncanvases = (int) states.back().renderTargets.colors.size();
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@@ -730,8 +751,8 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors)
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if (ncolors <= 1 && ncanvases <= 1)
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{
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if (colors[0].enabled)
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clear(colors[0].c);
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if (colors[0].hasValue)
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clear(colors[0].value, stencil, depth);
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return;
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}
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@@ -742,10 +763,10 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors)
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for (int i = 0; i < ncolors; i++)
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{
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if (!colors[i].enabled)
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if (!colors[i].hasValue)
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continue;
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Colorf c = colors[i].c;
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Colorf c = colors[i].value;
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gammaCorrectColor(c);
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if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0)
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@@ -775,7 +796,22 @@ void Graphics::clear(const std::vector<OptionalColorf> &colors)
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glDrawBuffers(ncanvases, bufs);
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}
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glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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GLbitfield flags = 0;
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if (stencil.hasValue)
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{
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glClearStencil(stencil.value);
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flags |= GL_STENCIL_BUFFER_BIT;
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}
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if (depth.hasValue)
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{
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glClearDepth(depth.value);
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flags |= GL_DEPTH_BUFFER_BIT;
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}
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if (flags != 0)
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glClear(flags);
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if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current)
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{
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@@ -1250,9 +1286,10 @@ void Graphics::setStencilTest()
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setStencilTest(COMPARE_ALWAYS, 0);
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}
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void Graphics::clearStencil()
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void Graphics::clearStencil(int value)
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{
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glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glClearStencil(value);
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glClear(GL_STENCIL_BUFFER_BIT);
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}
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void Graphics::setColor(Colorf c)
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@@ -88,8 +88,8 @@ public:
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void flushStreamDraws() override;
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void clear(Colorf color) override;
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void clear(const std::vector<OptionalColorf> &colors) override;
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void clear(OptionalColorf color, OptionalInt stencil, OptionalDouble depth) override;
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void clear(const std::vector<OptionalColorf> &colors, OptionalInt stencil, OptionalDouble depth) override;
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void discard(const std::vector<bool> &colorbuffers, bool depthstencil) override;
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@@ -109,7 +109,7 @@ public:
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void setStencilTest(CompareMode compare, int value) override;
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void setStencilTest() override;
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void clearStencil() override;
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void clearStencil(int value) override;
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void setColorMask(ColorMask mask) override;
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@@ -65,46 +65,84 @@ int w_reset(lua_State *)
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int w_clear(lua_State *L)
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{
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Colorf color;
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OptionalColorf color(Colorf(0.0f, 0.0f, 0.0f, 0.0f));
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std::vector<OptionalColorf> colors;
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if (lua_isnoneornil(L, 1))
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color.set(0.0, 0.0, 0.0, 0.0);
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else if (lua_istable(L, 1))
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OptionalInt stencil(0);
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OptionalDouble depth(1.0);
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int argtype = lua_type(L, 1);
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int startidx = -1;
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if (argtype == LUA_TTABLE)
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{
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std::vector<Graphics::OptionalColorf> colors((size_t) lua_gettop(L));
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int maxn = lua_gettop(L);
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colors.reserve(maxn);
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for (int i = 0; i < lua_gettop(L); i++)
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for (int i = 0; i < maxn; i++)
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{
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if (lua_isnoneornil(L, i + 1) || luax_objlen(L, i + 1) == 0)
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argtype = lua_type(L, i + 1);
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if (argtype == LUA_TNUMBER || argtype == LUA_TBOOLEAN)
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{
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colors[i].enabled = false;
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startidx = i + 1;
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break;
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}
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else if (argtype == LUA_TNIL || argtype == LUA_TNONE || luax_objlen(L, i + 1) == 0)
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{
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colors.push_back(OptionalColorf());
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continue;
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}
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for (int j = 1; j <= 4; j++)
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lua_rawgeti(L, i + 1, j);
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colors[i].enabled = true;
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colors[i].c.r = (float) luaL_checknumber(L, -4);
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colors[i].c.g = (float) luaL_checknumber(L, -3);
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colors[i].c.b = (float) luaL_checknumber(L, -2);
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colors[i].c.a = (float) luaL_optnumber(L, -1, 1.0);
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OptionalColorf c;
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c.hasValue = true;
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c.value.r = (float) luaL_checknumber(L, -4);
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c.value.g = (float) luaL_checknumber(L, -3);
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c.value.b = (float) luaL_checknumber(L, -2);
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c.value.a = (float) luaL_optnumber(L, -1, 1.0);
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colors.push_back(c);
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lua_pop(L, 4);
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}
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luax_catchexcept(L, [&]() { instance()->clear(colors); });
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return 0;
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}
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else
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else if (argtype == LUA_TBOOLEAN)
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{
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color.r = (float) luaL_checknumber(L, 1);
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color.g = (float) luaL_checknumber(L, 2);
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color.b = (float) luaL_checknumber(L, 3);
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color.a = (float) luaL_optnumber(L, 4, 1.0);
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color.hasValue = luax_toboolean(L, 1);
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startidx = 2;
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}
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else if (argtype != LUA_TNONE && argtype != LUA_TNIL)
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{
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color.hasValue = true;
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color.value.r = (float) luaL_checknumber(L, 1);
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color.value.g = (float) luaL_checknumber(L, 2);
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color.value.b = (float) luaL_checknumber(L, 3);
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color.value.a = (float) luaL_optnumber(L, 4, 1.0);
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startidx = 5;
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}
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luax_catchexcept(L, [&]() { instance()->clear(color); });
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if (startidx >= 0)
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{
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argtype = lua_type(L, startidx);
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if (argtype == LUA_TBOOLEAN)
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stencil.hasValue = luax_toboolean(L, startidx);
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else if (argtype == LUA_TNUMBER)
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stencil.value = (int) luaL_checkinteger(L, startidx);
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argtype = lua_type(L, startidx + 1);
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if (argtype == LUA_TBOOLEAN)
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depth.hasValue = luax_toboolean(L, startidx + 1);
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else if (argtype == LUA_TNUMBER)
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depth.value = luaL_checknumber(L, startidx + 1);
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}
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if (colors.empty())
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luax_catchexcept(L, [&]() { instance()->clear(color, stencil, depth); });
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else
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luax_catchexcept(L, [&]() { instance()->clear(colors, stencil, depth); });
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return 0;
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}
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@@ -128,8 +166,8 @@ int w_discard(lua_State *L)
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colorbuffers = std::vector<bool>(numbuffers, discardcolor);
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}
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bool stencil = luax_optboolean(L, 2, true);
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instance()->discard(colorbuffers, stencil);
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bool depthstencil = luax_optboolean(L, 2, true);
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instance()->discard(colorbuffers, depthstencil);
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return 0;
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}
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@@ -463,8 +501,13 @@ int w_stencil(lua_State *L)
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int stencilvalue = (int) luaL_optnumber(L, 3, 1);
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// Fourth argument: whether to keep the contents of the stencil buffer.
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if (lua_toboolean(L, 4) == 0)
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instance()->clearStencil();
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int argtype = lua_type(L, 4);
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if (argtype == LUA_TNONE || argtype == LUA_TNIL || (argtype == LUA_TBOOLEAN && luax_toboolean(L, 4) == false))
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instance()->clearStencil(0);
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else if (argtype == LUA_TNUMBER)
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instance()->clearStencil((int) luaL_checkinteger(L, 4));
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else if (argtype != LUA_TBOOLEAN)
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luaL_checktype(L, 4, LUA_TBOOLEAN);
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luax_catchexcept(L, [&](){ instance()->drawToStencilBuffer(action, stencilvalue); });
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