love.graphics Video code is upwards-compatible with GL3.

--HG--
branch : minor
This commit is contained in:
Alex Szpakowski
2017-01-01 21:58:13 -04:00
parent 75fbc210dc
commit 66749e874f
2 changed files with 48 additions and 19 deletions
+16 -3
View File
@@ -740,8 +740,16 @@ OpenGL::TextureFormat OpenGL::convertPixelFormat(PixelFormat pixelformat, bool r
switch (pixelformat)
{
case PIXELFORMAT_R8:
f.internalformat = GL_R8;
f.externalformat = GL_RED;
if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
{
f.internalformat = GL_R8;
f.externalformat = GL_RED;
}
else
{
f.internalformat = GL_LUMINANCE8;
f.externalformat = GL_LUMINANCE;
}
f.type = GL_UNSIGNED_BYTE;
break;
case PIXELFORMAT_RG8:
@@ -1001,7 +1009,12 @@ bool OpenGL::isPixelFormatSupported(PixelFormat pixelformat, bool rendertarget,
{
case PIXELFORMAT_R8:
case PIXELFORMAT_RG8:
return GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg;
if (GLAD_VERSION_3_0 || GLAD_ES_VERSION_3_0 || GLAD_ARB_texture_rg || GLAD_EXT_texture_rg)
return true;
else if (pixelformat == PIXELFORMAT_R8 && !rendertarget && (GLAD_ES_VERSION_2_0 || GLAD_VERSION_1_1))
return true; // We'll use OpenGL's luminance format internally.
else
return false;
case PIXELFORMAT_RGBA8:
if (rendertarget)
return GLAD_VERSION_1_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_rgb8_rgba8 || GLAD_ARM_rgba8;
+32 -16
View File
@@ -78,7 +78,7 @@ Video::~Video()
bool Video::loadVolatile()
{
glGenTextures(3, &textures[0]);
glGenTextures(3, textures);
// Create the textures using the initial frame data.
auto frame = (const love::video::VideoStream::Frame*) stream->getFrontBuffer();
@@ -90,6 +90,9 @@ bool Video::loadVolatile()
Texture::Wrap wrap; // Clamp wrap mode.
bool srgb = false;
OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(PIXELFORMAT_R8, false, srgb);
for (int i = 0; i < 3; i++)
{
gl.bindTextureToUnit(textures[i], 0, false);
@@ -97,8 +100,8 @@ bool Video::loadVolatile()
gl.setTextureFilter(filter);
gl.setTextureWrap(wrap);
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, widths[i], heights[i], 0,
GL_LUMINANCE, GL_UNSIGNED_BYTE, data[i]);
glTexImage2D(GL_TEXTURE_2D, 0, fmt.internalformat, widths[i], heights[i],
0, fmt.externalformat, fmt.type, data[i]);
}
return true;
@@ -125,29 +128,39 @@ void Video::draw(Graphics *gfx, const Matrix4 &m)
gfx->flushStreamDraws();
Shader *shader = (Shader *) Shader::current;
bool defaultShader = (shader == Shader::defaultShader);
if (defaultShader)
bool usingdefaultshader = (shader == Shader::defaultShader);
if (usingdefaultshader)
{
// If we're still using the default shader, substitute the video version
// If we're using the default shader, substitute the video version.
Shader::defaultVideoShader->attach();
shader = (Shader *) Shader::defaultVideoShader;
}
shader->setVideoTextures(textures[0], textures[1], textures[2]);
Graphics::TempTransform transform(gfx, m);
Graphics::StreamDrawRequest req;
req.formats[0] = vertex::CommonFormat::XYf_STf_RGBAub;
req.indexMode = vertex::TriangleIndexMode::QUADS;
req.vertexCount = 4;
gl.useVertexAttribArrays(ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD);
Graphics::StreamVertexData data = gfx->requestStreamDraw(req);
Vertex *verts = (Vertex *) data.stream[0];
gl.bindBuffer(BUFFER_VERTEX, 0);
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].x);
glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, sizeof(Vertex), &vertices[0].s);
Matrix4 t(gfx->getTransform(), m);
t.transform(verts, vertices, 4);
gl.prepareDraw();
gl.drawArrays(GL_TRIANGLE_STRIP, 0, 4);
Color c = toColor(gfx->getColor());
// If we were using the default shader, reattach it
if (defaultShader)
for (int i = 0; i < 4; i++)
{
verts[i].s = vertices[i].s;
verts[i].t = vertices[i].t;
verts[i].color = c;
}
gfx->flushStreamDraws();
if (usingdefaultshader)
Shader::defaultShader->attach();
}
@@ -165,11 +178,14 @@ void Video::update()
const unsigned char *data[3] = {frame->yplane, frame->cbplane, frame->crplane};
bool srgb = false;
OpenGL::TextureFormat fmt = OpenGL::convertPixelFormat(PIXELFORMAT_R8, false, srgb);
for (int i = 0; i < 3; i++)
{
gl.bindTextureToUnit(textures[i], 0, false);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, widths[i], heights[i],
GL_LUMINANCE, GL_UNSIGNED_BYTE, data[i]);
fmt.externalformat, fmt.type, data[i]);
}
}
}