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Internally keep track of the value of the current color (issue #564)
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@@ -576,21 +576,12 @@ Shader *Graphics::newShader(const Shader::ShaderSources &sources)
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void Graphics::setColor(const Color &c)
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{
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glColor4ubv(&c.r);
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opengl::setCurrentColor(c);
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}
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Color Graphics::getColor() const
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{
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float c[4];
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glGetFloatv(GL_CURRENT_COLOR, c);
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Color t;
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t.r = (unsigned char)(255.0f*c[0]);
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t.g = (unsigned char)(255.0f*c[1]);
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t.b = (unsigned char)(255.0f*c[2]);
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t.a = (unsigned char)(255.0f*c[3]);
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return t;
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return opengl::getCurrentColor();
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}
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void Graphics::setBackgroundColor(const Color &c)
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@@ -1051,17 +1042,14 @@ static void draw_overdraw(Vector *overdraw, size_t count, float pixel_size, bool
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// prepare colors:
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// even indices in overdraw* point to inner vertices => alpha = current-alpha,
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// odd indices point to outer vertices => alpha = 0.
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GLfloat c[4];
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glGetFloatv(GL_CURRENT_COLOR, c);
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Color c = opengl::getCurrentColor();
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Color *colors = new Color[2*count+2];
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for (size_t i = 0; i < 2*count+2; ++i)
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{
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colors[i] = Color(GLubyte(c[0] * 255.f),
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GLubyte(c[1] * 255.f),
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GLubyte(c[2] * 255.f),
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// avoids branching. equiv to if (i%2 == 1) colors[i].a = 0;
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GLubyte(c[3] * 255.f) * GLubyte(i%2 == 0));
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colors[i] = c;
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// avoids branching. equiv to if (i%2 == 1) colors[i].a = 0;
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colors[i].a *= GLubyte(i % 2 == 0);
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}
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// draw faded out line halos
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@@ -1072,7 +1060,8 @@ static void draw_overdraw(Vector *overdraw, size_t count, float pixel_size, bool
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glDisableClientState(GL_COLOR_ARRAY);
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// "if GL_COLOR_ARRAY is enabled, the value of the current color is
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// undefined after glDrawArrays executes"
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glColor4fv(c);
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opengl::setCurrentColor(c);
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delete[] colors;
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}
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@@ -36,6 +36,8 @@ namespace opengl
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static bool contextInitialized = false;
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static Color curColor;
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static int curTextureUnit = 0;
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static std::vector<GLuint> textureUnits;
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@@ -48,6 +50,14 @@ void initializeContext()
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contextInitialized = true;
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// Store the current color so we don't have to get it through GL later
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GLfloat glcolor[4];
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glGetFloatv(GL_CURRENT_COLOR, glcolor);
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curColor.r = glcolor[0];
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curColor.g = glcolor[1];
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curColor.b = glcolor[2];
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curColor.a = glcolor[3];
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// initialize multiple texture unit support for shaders, if available
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textureUnits.clear();
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if (Shader::isSupported())
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@@ -134,6 +144,17 @@ void uninitializeContext()
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contextInitialized = false;
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}
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void setCurrentColor(const Color &c)
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{
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glColor4ubv(&c.r);
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curColor = c;
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}
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Color getCurrentColor()
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{
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return curColor;
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}
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void setActiveTextureUnit(int textureunit)
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{
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if (textureunit < 0 || (size_t) textureunit >= textureUnits.size())
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@@ -22,6 +22,8 @@
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#define LOVE_GRAPHICS_OPENGL_OPENGL_H
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#include "GLee.h"
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#include "graphics/Color.h"
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#include "graphics/Image.h"
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namespace love
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@@ -42,6 +44,16 @@ void initializeContext();
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**/
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void uninitializeContext();
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/**
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* Sets the current constant color.
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**/
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void setCurrentColor(const Color &c);
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/**
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* Gets the current constant color.
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**/
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Color getCurrentColor();
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/**
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* Helper for setting the active texture unit.
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*
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