Applied the new style guidelines.

Well, sort of. Lot's more to be done, but this is a start.
This commit is contained in:
rude
2012-06-28 23:52:33 +02:00
parent bc4e59ba24
commit 81c38e22d0
302 changed files with 42648 additions and 42081 deletions
+432 -412
View File
@@ -1,412 +1,432 @@
/**
* Copyright (c) 2006-2012 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "Image.h"
// STD
#include <cstring> // For memcpy
#include <iostream>
using namespace std;
namespace love
{
namespace graphics
{
namespace opengl
{
Image::Filter Image::defaultFilter;
Image::Image(love::image::ImageData * data)
: width((float)(data->getWidth())), height((float)(data->getHeight())), texture(0)
{
data->retain();
this->data = data;
memset(vertices, 255, sizeof(vertex)*4);
vertices[0].x = 0; vertices[0].y = 0;
vertices[1].x = 0; vertices[1].y = height;
vertices[2].x = width; vertices[2].y = height;
vertices[3].x = width; vertices[3].y = 0;
vertices[0].s = 0; vertices[0].t = 0;
vertices[1].s = 0; vertices[1].t = 1;
vertices[2].s = 1; vertices[2].t = 1;
vertices[3].s = 1; vertices[3].t = 0;
settings.filter = defaultFilter;
}
Image::~Image()
{
if (data != 0)
data->release();
unload();
}
float Image::getWidth() const
{
return width;
}
float Image::getHeight() const
{
return height;
}
const vertex * Image::getVertices() const
{
return vertices;
}
love::image::ImageData * Image::getData() const
{
return data;
}
void Image::getRectangleVertices(int x, int y, int w, int h, vertex * vertices) const
{
// Check upper.
x = (x+w > (int)width) ? (int)width-w : x;
y = (y+h > (int)height) ? (int)height-h : y;
// Check lower.
x = (x < 0) ? 0 : x;
y = (y < 0) ? 0 : y;
vertices[0].x = 0; vertices[0].y = 0;
vertices[1].x = 0; vertices[1].y = (float)h;
vertices[2].x = (float)w; vertices[2].y = (float)h;
vertices[3].x = (float)w; vertices[3].y = 0;
float tx = (float)x/width;
float ty = (float)y/height;
float tw = (float)w/width;
float th = (float)h/height;
vertices[0].s = tx; vertices[0].t = ty;
vertices[1].s = tx; vertices[1].t = ty+th;
vertices[2].s = tx+tw; vertices[2].t = ty+th;
vertices[3].s = tx+tw; vertices[3].t = ty;
}
void Image::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
{
static Matrix t;
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
drawv(t, vertices);
}
void Image::drawq(love::graphics::Quad * quad, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
{
static Matrix t;
const vertex * v = quad->getVertices();
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
drawv(t, v);
}
void Image::setFilter(const Image::Filter& f)
{
GLint gmin, gmag;
gmin = gmag = 0; // so that they're not used uninitialized
switch(f.min)
{
case FILTER_LINEAR:
gmin = GL_LINEAR;
break;
case FILTER_NEAREST:
gmin = GL_NEAREST;
break;
default:
break;
}
switch(f.mag)
{
case FILTER_LINEAR:
gmag = GL_LINEAR;
break;
case FILTER_NEAREST:
gmag = GL_NEAREST;
break;
default:
break;
}
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gmin);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gmag);
}
Image::Filter Image::getFilter() const
{
bind();
GLint gmin, gmag;
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &gmin);
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &gmag);
Image::Filter f;
switch(gmin)
{
case GL_NEAREST:
f.min = FILTER_NEAREST;
break;
case GL_LINEAR:
default:
f.min = FILTER_LINEAR;
break;
}
switch(gmin)
{
case GL_NEAREST:
f.mag = FILTER_NEAREST;
break;
case GL_LINEAR:
default:
f.mag = FILTER_LINEAR;
break;
}
return f;
}
void Image::setWrap(Image::Wrap w)
{
GLint gs, gt;
switch(w.s)
{
case WRAP_CLAMP:
gs = GL_CLAMP_TO_EDGE;
break;
case WRAP_REPEAT:
default:
gs = GL_REPEAT;
break;
}
switch(w.t)
{
case WRAP_CLAMP:
gt = GL_CLAMP_TO_EDGE;
break;
case WRAP_REPEAT:
default:
gt = GL_REPEAT;
break;
}
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gs);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gt);
}
Image::Wrap Image::getWrap() const
{
bind();
GLint gs, gt;
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &gs);
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, &gt);
Wrap w;
switch(gs)
{
case GL_CLAMP_TO_EDGE:
w.s = WRAP_CLAMP;
break;
case GL_REPEAT:
default:
w.s = WRAP_REPEAT;
break;
}
switch(gt)
{
case GL_CLAMP_TO_EDGE:
w.t = WRAP_CLAMP;
break;
case GL_REPEAT:
default:
w.t = WRAP_REPEAT;
break;
}
return w;
}
void Image::bind() const
{
if (texture == 0)
return;
bindTexture(texture);
}
bool Image::load()
{
return loadVolatile();
}
void Image::unload()
{
return unloadVolatile();
}
bool Image::loadVolatile()
{
if (hasNpot())
return loadVolatileNPOT();
else
return loadVolatilePOT();
}
bool Image::loadVolatilePOT()
{
glGenTextures(1,(GLuint*)&texture);
bindTexture(texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
float p2width = next_p2(width);
float p2height = next_p2(height);
float s = width/p2width;
float t = height/p2height;
vertices[1].t = t;
vertices[2].t = t;
vertices[2].s = s;
vertices[3].s = s;
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA8,
(GLsizei)p2width,
(GLsizei)p2height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
0);
glTexSubImage2D(GL_TEXTURE_2D,
0,
0,
0,
(GLsizei)width,
(GLsizei)height,
GL_RGBA,
GL_UNSIGNED_BYTE,
data->getData());
setFilter(settings.filter);
setWrap(settings.wrap);
return true;
}
bool Image::loadVolatileNPOT()
{
glGenTextures(1,(GLuint*)&texture);
bindTexture(texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA8,
(GLsizei)width,
(GLsizei)height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
data->getData());
setFilter(settings.filter);
setWrap(settings.wrap);
return true;
}
void Image::unloadVolatile()
{
settings.filter = getFilter();
settings.wrap = getWrap();
// Delete the hardware texture.
if (texture != 0)
{
deleteTexture(texture);
texture = 0;
}
}
void Image::drawv(const Matrix & t, const vertex * v) const
{
bind();
glPushMatrix();
glMultMatrixf((const GLfloat*)t.getElements());
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&v[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&v[0].s);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}
bool Image::hasNpot()
{
return GLEE_ARB_texture_non_power_of_two != 0;
}
void Image::setDefaultFilter(const Image::Filter &f)
{
defaultFilter = f;
}
const Image::Filter &Image::getDefaultFilter()
{
return defaultFilter;
}
} // opengl
} // graphics
} // love
/**
* Copyright (c) 2006-2012 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "Image.h"
// STD
#include <cstring> // For memcpy
#include <iostream>
using namespace std;
namespace love
{
namespace graphics
{
namespace opengl
{
Image::Filter Image::defaultFilter;
Image::Image(love::image::ImageData *data)
: width((float)(data->getWidth()))
, height((float)(data->getHeight()))
, texture(0)
{
data->retain();
this->data = data;
memset(vertices, 255, sizeof(vertex)*4);
vertices[0].x = 0;
vertices[0].y = 0;
vertices[1].x = 0;
vertices[1].y = height;
vertices[2].x = width;
vertices[2].y = height;
vertices[3].x = width;
vertices[3].y = 0;
vertices[0].s = 0;
vertices[0].t = 0;
vertices[1].s = 0;
vertices[1].t = 1;
vertices[2].s = 1;
vertices[2].t = 1;
vertices[3].s = 1;
vertices[3].t = 0;
settings.filter = defaultFilter;
}
Image::~Image()
{
if (data != 0)
data->release();
unload();
}
float Image::getWidth() const
{
return width;
}
float Image::getHeight() const
{
return height;
}
const vertex *Image::getVertices() const
{
return vertices;
}
love::image::ImageData *Image::getData() const
{
return data;
}
void Image::getRectangleVertices(int x, int y, int w, int h, vertex *vertices) const
{
// Check upper.
x = (x+w > (int)width) ? (int)width-w : x;
y = (y+h > (int)height) ? (int)height-h : y;
// Check lower.
x = (x < 0) ? 0 : x;
y = (y < 0) ? 0 : y;
vertices[0].x = 0;
vertices[0].y = 0;
vertices[1].x = 0;
vertices[1].y = (float)h;
vertices[2].x = (float)w;
vertices[2].y = (float)h;
vertices[3].x = (float)w;
vertices[3].y = 0;
float tx = (float)x/width;
float ty = (float)y/height;
float tw = (float)w/width;
float th = (float)h/height;
vertices[0].s = tx;
vertices[0].t = ty;
vertices[1].s = tx;
vertices[1].t = ty+th;
vertices[2].s = tx+tw;
vertices[2].t = ty+th;
vertices[3].s = tx+tw;
vertices[3].t = ty;
}
void Image::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
{
static Matrix t;
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
drawv(t, vertices);
}
void Image::drawq(love::graphics::Quad *quad, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
{
static Matrix t;
const vertex *v = quad->getVertices();
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
drawv(t, v);
}
void Image::setFilter(const Image::Filter &f)
{
GLint gmin, gmag;
gmin = gmag = 0; // so that they're not used uninitialized
switch (f.min)
{
case FILTER_LINEAR:
gmin = GL_LINEAR;
break;
case FILTER_NEAREST:
gmin = GL_NEAREST;
break;
default:
break;
}
switch (f.mag)
{
case FILTER_LINEAR:
gmag = GL_LINEAR;
break;
case FILTER_NEAREST:
gmag = GL_NEAREST;
break;
default:
break;
}
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gmin);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gmag);
}
Image::Filter Image::getFilter() const
{
bind();
GLint gmin, gmag;
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &gmin);
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &gmag);
Image::Filter f;
switch (gmin)
{
case GL_NEAREST:
f.min = FILTER_NEAREST;
break;
case GL_LINEAR:
default:
f.min = FILTER_LINEAR;
break;
}
switch (gmin)
{
case GL_NEAREST:
f.mag = FILTER_NEAREST;
break;
case GL_LINEAR:
default:
f.mag = FILTER_LINEAR;
break;
}
return f;
}
void Image::setWrap(Image::Wrap w)
{
GLint gs, gt;
switch (w.s)
{
case WRAP_CLAMP:
gs = GL_CLAMP_TO_EDGE;
break;
case WRAP_REPEAT:
default:
gs = GL_REPEAT;
break;
}
switch (w.t)
{
case WRAP_CLAMP:
gt = GL_CLAMP_TO_EDGE;
break;
case WRAP_REPEAT:
default:
gt = GL_REPEAT;
break;
}
bind();
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gs);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gt);
}
Image::Wrap Image::getWrap() const
{
bind();
GLint gs, gt;
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &gs);
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, &gt);
Wrap w;
switch (gs)
{
case GL_CLAMP_TO_EDGE:
w.s = WRAP_CLAMP;
break;
case GL_REPEAT:
default:
w.s = WRAP_REPEAT;
break;
}
switch (gt)
{
case GL_CLAMP_TO_EDGE:
w.t = WRAP_CLAMP;
break;
case GL_REPEAT:
default:
w.t = WRAP_REPEAT;
break;
}
return w;
}
void Image::bind() const
{
if (texture == 0)
return;
bindTexture(texture);
}
bool Image::load()
{
return loadVolatile();
}
void Image::unload()
{
return unloadVolatile();
}
bool Image::loadVolatile()
{
if (hasNpot())
return loadVolatileNPOT();
else
return loadVolatilePOT();
}
bool Image::loadVolatilePOT()
{
glGenTextures(1,(GLuint *)&texture);
bindTexture(texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
float p2width = next_p2(width);
float p2height = next_p2(height);
float s = width/p2width;
float t = height/p2height;
vertices[1].t = t;
vertices[2].t = t;
vertices[2].s = s;
vertices[3].s = s;
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA8,
(GLsizei)p2width,
(GLsizei)p2height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
0);
glTexSubImage2D(GL_TEXTURE_2D,
0,
0,
0,
(GLsizei)width,
(GLsizei)height,
GL_RGBA,
GL_UNSIGNED_BYTE,
data->getData());
setFilter(settings.filter);
setWrap(settings.wrap);
return true;
}
bool Image::loadVolatileNPOT()
{
glGenTextures(1,(GLuint *)&texture);
bindTexture(texture);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D,
0,
GL_RGBA8,
(GLsizei)width,
(GLsizei)height,
0,
GL_RGBA,
GL_UNSIGNED_BYTE,
data->getData());
setFilter(settings.filter);
setWrap(settings.wrap);
return true;
}
void Image::unloadVolatile()
{
settings.filter = getFilter();
settings.wrap = getWrap();
// Delete the hardware texture.
if (texture != 0)
{
deleteTexture(texture);
texture = 0;
}
}
void Image::drawv(const Matrix &t, const vertex *v) const
{
bind();
glPushMatrix();
glMultMatrixf((const GLfloat *)t.getElements());
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&v[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&v[0].s);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glPopMatrix();
}
bool Image::hasNpot()
{
return GLEE_ARB_texture_non_power_of_two != 0;
}
void Image::setDefaultFilter(const Image::Filter &f)
{
defaultFilter = f;
}
const Image::Filter &Image::getDefaultFilter()
{
return defaultFilter;
}
} // opengl
} // graphics
} // love