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Removed internal code support for multitexturing without shaders, since it's not currently used and there are no plans to do so
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@@ -22,6 +22,7 @@
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#include "common/Exception.h"
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#include "OpenGL.h"
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#include "Shader.h"
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#include <vector>
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#include <algorithm>
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@@ -47,49 +48,33 @@ void initializeContext()
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textureUnits.clear();
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// initialize multiple texture unit support, if available
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if (GLEE_VERSION_1_3 || GLEE_ARB_multitexture)
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// initialize multiple texture unit support for shaders, if available
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if (Shader::isSupported())
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{
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GLint maxtextureunits;
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glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxtextureunits);
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// shaders/GL2.0 added "Texture Image Units." Total max texture units is the greater of the two
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if (GLEE_VERSION_2_0 || GLEE_ARB_vertex_shader)
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{
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GLint maxtextureimageunits;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureimageunits);
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maxtextureunits = std::max(maxtextureunits, maxtextureimageunits);
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}
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits);
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textureUnits.resize(maxtextureunits, 0);
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GLenum curgltextureunit;
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glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *)&curgltextureunit);
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glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *) &curgltextureunit);
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curTextureUnit = curgltextureunit - GL_TEXTURE0;
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// retrieve currently bound textures for each texture unit
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for (size_t i = 0; i < textureUnits.size(); ++i)
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// Retrieve currently bound textures for each texture unit
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for (size_t i = 0; i < textureUnits.size(); i++)
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{
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if (GLEE_VERSION_1_3)
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glActiveTexture(GL_TEXTURE0 + i);
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else
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glActiveTextureARB(GL_TEXTURE0 + i);
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glActiveTexture(GL_TEXTURE0 + i);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &textureUnits[i]);
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}
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if (GLEE_VERSION_1_3)
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glActiveTexture(curgltextureunit);
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else
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glActiveTextureARB(curgltextureunit);
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glActiveTexture(curgltextureunit);
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}
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else
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{
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// multitexturing not supported, so we only have 1 texture unit
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textureUnits.resize(1, 0);
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curTextureUnit = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &textureUnits[0]);
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}
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@@ -119,17 +104,13 @@ void uninitializeContext()
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void setActiveTextureUnit(int textureunit)
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{
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initializeContext();
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if (textureunit < 0 || (size_t) textureunit >= textureUnits.size())
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throw love::Exception("Invalid texture unit index (%d).", textureunit);
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if (textureunit != curTextureUnit)
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{
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if (GLEE_VERSION_1_3)
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if (textureUnits.size() > 1)
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glActiveTexture(GL_TEXTURE0 + textureunit);
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else if (GLEE_ARB_multitexture)
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glActiveTextureARB(GL_TEXTURE0 + textureunit);
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else
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throw love::Exception("Multitexturing not supported.");
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}
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@@ -139,8 +120,6 @@ void setActiveTextureUnit(int textureunit)
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void bindTexture(GLuint texture)
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{
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initializeContext();
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if (texture != textureUnits[curTextureUnit])
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{
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textureUnits[curTextureUnit] = texture;
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@@ -150,8 +129,6 @@ void bindTexture(GLuint texture)
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void bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
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{
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initializeContext();
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if (textureunit < 0 || (size_t) textureunit >= textureUnits.size())
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throw love::Exception("Invalid texture unit index.");
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@@ -170,8 +147,6 @@ void bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
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void deleteTexture(GLuint texture)
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{
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initializeContext();
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// glDeleteTextures binds texture 0 to all texture units the deleted texture was bound to
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std::vector<GLuint>::iterator it;
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for (it = textureUnits.begin(); it != textureUnits.end(); ++it)
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@@ -185,8 +160,6 @@ void deleteTexture(GLuint texture)
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void setTextureFilter(const graphics::Image::Filter &f)
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{
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initializeContext();
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GLint gmin, gmag;
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if (f.mipmap == Image::FILTER_NONE)
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@@ -228,8 +201,6 @@ void setTextureFilter(const graphics::Image::Filter &f)
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graphics::Image::Filter getTextureFilter()
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{
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initializeContext();
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GLint gmin, gmag;
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &gmin);
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &gmag);
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@@ -279,8 +250,6 @@ graphics::Image::Filter getTextureFilter()
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void setTextureWrap(const graphics::Image::Wrap &w)
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{
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initializeContext();
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GLint gs, gt;
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switch (w.s)
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@@ -311,8 +280,6 @@ void setTextureWrap(const graphics::Image::Wrap &w)
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graphics::Image::Wrap getTextureWrap()
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{
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initializeContext();
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GLint gs, gt;
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &gs);
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