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555 lines
14 KiB
C++
555 lines
14 KiB
C++
/**
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* Copyright (c) 2006-2012 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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#include "Canvas.h"
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#include "Graphics.h"
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#include "common/Matrix.h"
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#include <cstring> // For memcpy
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namespace love
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{
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namespace graphics
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{
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namespace opengl
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{
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// strategy for fbo creation, interchangable at runtime:
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// none, opengl >= 3.0, extensions
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struct FramebufferStrategy
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{
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/// create a new framebuffer, depth_stencil and texture
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/**
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* @param[out] framebuffer Framebuffer name
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* @param[out] depth_stencil Name for packed depth and stencil buffer
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* @param[out] img Texture name
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* @param[in] width Width of framebuffer
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* @param[in] height Height of framebuffer
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* @param[in] texture_type Type of the canvas texture.
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* @return Creation status
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*/
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virtual GLenum createFBO(GLuint &, GLuint &, GLuint &, int, int, Canvas::TextureType)
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{
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return GL_FRAMEBUFFER_UNSUPPORTED;
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}
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/// remove objects
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/**
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* @param[in] framebuffer Framebuffer name
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* @param[in] depth_stencil Name for packed depth and stencil buffer
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* @param[in] img Texture name
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*/
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virtual void deleteFBO(GLuint, GLuint, GLuint) {}
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virtual void bindFBO(GLuint) {}
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};
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struct FramebufferStrategyGL3 : public FramebufferStrategy
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{
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virtual GLenum createFBO(GLuint &framebuffer, GLuint &depth_stencil, GLuint &img, int width, int height, Canvas::TextureType texture_type)
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{
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// get currently bound fbo to reset to it later
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GLint current_fbo;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, ¤t_fbo);
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// create framebuffer
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glGenFramebuffers(1, &framebuffer);
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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// create stencil buffer
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glGenRenderbuffers(1, &depth_stencil);
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glBindRenderbuffer(GL_RENDERBUFFER, depth_stencil);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT,
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GL_RENDERBUFFER, depth_stencil);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT,
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GL_RENDERBUFFER, depth_stencil);
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// generate texture save target
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GLint internalFormat;
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GLenum format;
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switch (texture_type)
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{
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case Canvas::TYPE_HDR:
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internalFormat = GL_RGBA16F;
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format = GL_FLOAT;
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break;
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case Canvas::TYPE_NORMAL:
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default:
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internalFormat = GL_RGBA8;
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format = GL_UNSIGNED_BYTE;
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}
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glGenTextures(1, &img);
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bindTexture(img);
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setTextureFilter(Image::getDefaultFilter());
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height,
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0, GL_RGBA, format, NULL);
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bindTexture(0);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
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GL_TEXTURE_2D, img, 0);
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// check status
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GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
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// unbind framebuffer
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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glBindFramebuffer(GL_FRAMEBUFFER, (GLuint) current_fbo);
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return status;
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}
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virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img)
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{
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deleteTexture(img);
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glDeleteRenderbuffers(1, &depth_stencil);
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glDeleteFramebuffers(1, &framebuffer);
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}
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virtual void bindFBO(GLuint framebuffer)
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{
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glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
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}
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};
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struct FramebufferStrategyPackedEXT : public FramebufferStrategy
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{
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virtual GLenum createFBO(GLuint &framebuffer, GLuint &depth_stencil, GLuint &img, int width, int height, Canvas::TextureType texture_type)
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{
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GLint current_fbo;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, ¤t_fbo);
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// create framebuffer
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glGenFramebuffersEXT(1, &framebuffer);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
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// create stencil buffer
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glGenRenderbuffersEXT(1, &depth_stencil);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, depth_stencil);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
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width, height);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, depth_stencil);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, depth_stencil);
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// generate texture save target
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GLint internalFormat;
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GLenum format;
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switch (texture_type)
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{
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case Canvas::TYPE_HDR:
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internalFormat = GL_RGBA16F;
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format = GL_FLOAT;
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break;
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case Canvas::TYPE_NORMAL:
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default:
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internalFormat = GL_RGBA8;
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format = GL_UNSIGNED_BYTE;
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}
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glGenTextures(1, &img);
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bindTexture(img);
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setTextureFilter(Image::getDefaultFilter());
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height,
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0, GL_RGBA, format, NULL);
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bindTexture(0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, img, 0);
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// check status
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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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// unbind framebuffer
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint) current_fbo);
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return status;
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}
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virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint img)
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{
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deleteTexture(img);
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glDeleteRenderbuffersEXT(1, &depth_stencil);
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glDeleteFramebuffersEXT(1, &framebuffer);
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}
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virtual void bindFBO(GLuint framebuffer)
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{
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
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}
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};
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struct FramebufferStrategyEXT : public FramebufferStrategyPackedEXT
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{
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virtual GLenum createFBO(GLuint &framebuffer, GLuint &stencil, GLuint &img, int width, int height, Canvas::TextureType texture_type)
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{
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GLint current_fbo;
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glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, ¤t_fbo);
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// create framebuffer
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glGenFramebuffersEXT(1, &framebuffer);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
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// create stencil buffer
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glGenRenderbuffersEXT(1, &stencil);
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil);
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glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
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width, height);
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glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
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GL_RENDERBUFFER_EXT, stencil);
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// generate texture save target
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GLint internalFormat;
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GLenum format;
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switch (texture_type)
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{
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case Canvas::TYPE_HDR:
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internalFormat = GL_RGBA16F;
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format = GL_FLOAT;
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break;
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case Canvas::TYPE_NORMAL:
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default:
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internalFormat = GL_RGBA8;
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format = GL_UNSIGNED_BYTE;
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}
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glGenTextures(1, &img);
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bindTexture(img);
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setTextureFilter(Image::getDefaultFilter());
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glTexImage2D(GL_TEXTURE_2D, 0, internalFormat, width, height,
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0, GL_RGBA, format, NULL);
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bindTexture(0);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, img, 0);
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// check status
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GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
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// unbind framebuffer
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glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint) current_fbo);
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return status;
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}
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bool isSupported()
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{
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GLuint fb, stencil, img;
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GLenum status = createFBO(fb, stencil, img, 2, 2, Canvas::TYPE_NORMAL);
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deleteFBO(fb, stencil, img);
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return status == GL_FRAMEBUFFER_COMPLETE;
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}
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};
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FramebufferStrategy *strategy = NULL;
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FramebufferStrategy strategyNone;
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FramebufferStrategyGL3 strategyGL3;
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FramebufferStrategyPackedEXT strategyPackedEXT;
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FramebufferStrategyEXT strategyEXT;
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Canvas *Canvas::current = NULL;
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static void getStrategy()
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{
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if (!strategy)
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{
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if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object)
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strategy = &strategyGL3;
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else if (GLEE_EXT_framebuffer_object && GLEE_EXT_packed_depth_stencil)
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strategy = &strategyPackedEXT;
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else if (GLEE_EXT_framebuffer_object && strategyEXT.isSupported())
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strategy = &strategyEXT;
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else
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strategy = &strategyNone;
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}
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}
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Canvas::Canvas(int width, int height, TextureType texture_type)
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: width(width)
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, height(height)
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, texture_type(texture_type)
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{
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float w = static_cast<float>(width);
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float h = static_cast<float>(height);
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// world coordinates
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vertices[0].x = 0;
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vertices[0].y = h;
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vertices[1].x = 0;
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vertices[1].y = 0;
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vertices[2].x = w;
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vertices[2].y = 0;
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vertices[3].x = w;
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vertices[3].y = h;
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// texture coordinates
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vertices[0].s = 0;
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vertices[0].t = 0;
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vertices[1].s = 0;
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vertices[1].t = 1;
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vertices[2].s = 1;
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vertices[2].t = 1;
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vertices[3].s = 1;
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vertices[3].t = 0;
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settings.filter = Image::getDefaultFilter();
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getStrategy();
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loadVolatile();
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}
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Canvas::~Canvas()
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{
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// reset framebuffer if still using this one
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if (current == this)
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stopGrab();
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unloadVolatile();
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}
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bool Canvas::isSupported()
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{
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getStrategy();
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return (strategy != &strategyNone);
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}
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bool Canvas::isHdrSupported()
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{
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return GLEE_VERSION_3_0 || GLEE_ARB_texture_float;
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}
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void Canvas::bindDefaultCanvas()
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{
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if (current != NULL)
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current->stopGrab();
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}
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void Canvas::startGrab()
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{
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// already grabbing
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if (current == this)
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return;
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// cleanup after previous fbo
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if (current != NULL)
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current->stopGrab();
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// bind buffer and clear screen
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glPushAttrib(GL_VIEWPORT_BIT | GL_TRANSFORM_BIT);
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strategy->bindFBO(fbo);
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glViewport(0, 0, width, height);
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// Reset the projection matrix
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glLoadIdentity();
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// Set up orthographic view (no depth)
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glOrtho(0.0, width, height, 0.0, -1.0, 1.0);
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// Switch back to modelview matrix
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glMatrixMode(GL_MODELVIEW);
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// indicate we are using this fbo
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current = this;
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}
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void Canvas::stopGrab()
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{
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// i am not grabbing. leave me alone
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if (current != this)
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return;
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// bind default
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strategy->bindFBO(0);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glPopAttrib();
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current = NULL;
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}
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void Canvas::clear(const Color &c)
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{
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GLuint previous = 0;
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if (current != NULL)
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previous = current->fbo;
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strategy->bindFBO(fbo);
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glPushAttrib(GL_COLOR_BUFFER_BIT);
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glClearColor((float)c.r/255.0f, (float)c.g/255.0f, (float)c.b/255.0f, (float)c.a/255.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
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glPopAttrib();
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strategy->bindFBO(previous);
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}
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void Canvas::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
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{
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static Matrix t;
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t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
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drawv(t, vertices);
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}
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void Canvas::drawq(love::graphics::Quad *quad, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
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{
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const vertex *v = quad->getVertices();
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// mirror quad on x axis
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vertex w[4];
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memcpy(w, v, sizeof(vertex)*4);
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for (size_t i = 0; i < 4; ++i)
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w[i].t = 1. - w[i].t;
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static Matrix t;
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t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
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drawv(t, w);
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}
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love::image::ImageData *Canvas::getImageData(love::image::Image *image)
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{
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int row = 4 * width;
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int size = row * height;
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GLubyte *pixels = new GLubyte[size];
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GLubyte *flipped = new GLubyte[size];
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strategy->bindFBO(fbo);
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glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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if (current)
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strategy->bindFBO(current->fbo);
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else
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strategy->bindFBO(0);
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GLubyte *src = pixels, *dst = flipped + size - row;
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for (int i = 0; i < height; ++i, dst -= row, src += row)
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{
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memcpy(dst, src, row);
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}
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love::image::ImageData *img = image->newImageData(width, height, (void *)flipped);
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delete[] pixels;
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return img;
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}
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void Canvas::setFilter(const Image::Filter &f)
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{
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bindTexture(img);
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setTextureFilter(f);
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}
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Image::Filter Canvas::getFilter() const
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{
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bindTexture(img);
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return getTextureFilter();
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}
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void Canvas::setWrap(const Image::Wrap &w)
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{
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bindTexture(img);
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setTextureWrap(w);
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}
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Image::Wrap Canvas::getWrap() const
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{
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bindTexture(img);
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return getTextureWrap();
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}
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bool Canvas::loadVolatile()
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{
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status = strategy->createFBO(fbo, depth_stencil, img, width, height, texture_type);
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if (status != GL_FRAMEBUFFER_COMPLETE)
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return false;
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setFilter(settings.filter);
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setWrap(settings.wrap);
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Color c;
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c.r = c.g = c.b = c.a = 0;
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clear(c);
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return true;
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}
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void Canvas::unloadVolatile()
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{
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settings.filter = getFilter();
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settings.wrap = getWrap();
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strategy->deleteFBO(fbo, depth_stencil, img);
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}
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int Canvas::getWidth()
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{
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return width;
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}
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int Canvas::getHeight()
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{
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return height;
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}
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void Canvas::drawv(const Matrix &t, const vertex *v) const
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{
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glPushMatrix();
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glMultMatrixf((const GLfloat *)t.getElements());
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bindTexture(img);
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&v[0].x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid *)&v[0].s);
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glDrawArrays(GL_QUADS, 0, 4);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glPopMatrix();
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}
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bool Canvas::getConstant(const char *in, Canvas::TextureType &out)
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{
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return textureTypes.find(in, out);
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}
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bool Canvas::getConstant(Canvas::TextureType in, const char *&out)
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{
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return textureTypes.find(in, out);
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}
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StringMap<Canvas::TextureType, Canvas::TYPE_MAX_ENUM>::Entry Canvas::textureTypeEntries[] =
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{
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{"normal", Canvas::TYPE_NORMAL},
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{"hdr", Canvas::TYPE_HDR},
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};
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StringMap<Canvas::TextureType, Canvas::TYPE_MAX_ENUM> Canvas::textureTypes(Canvas::textureTypeEntries, sizeof(Canvas::textureTypeEntries));
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|
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} // opengl
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} // graphics
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} // love
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