Files
love/src/modules/graphics/opengl/Graphics.cpp
T
2013-06-18 23:16:01 -03:00

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31 KiB
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/**
* Copyright (c) 2006-2013 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 "common/config.h"
#include "common/math.h"
#include "common/Vector.h"
#include "Graphics.h"
#include "window/sdl/Window.h"
#include <vector>
#include <sstream>
#include <algorithm>
#include <iterator>
using love::window::WindowFlags;
namespace love
{
namespace graphics
{
namespace opengl
{
Graphics::Graphics()
: currentFont(0)
, lineStyle(LINE_SMOOTH)
, lineWidth(1)
, matrixLimit(0)
, userMatrices(0)
, colorMask()
, width(0)
, height(0)
, created(false)
, savedState()
{
currentWindow = love::window::sdl::Window::getSingleton();
if (currentWindow->isCreated())
setMode(currentWindow->getWidth(), currentWindow->getHeight());
}
Graphics::~Graphics()
{
if (currentFont != 0)
currentFont->release();
currentWindow->release();
}
const char *Graphics::getName() const
{
return "love.graphics.opengl";
}
DisplayState Graphics::saveState()
{
DisplayState s;
s.color = getColor();
s.backgroundColor = getBackgroundColor();
s.blendMode = getBlendMode();
//get line style
s.lineStyle = lineStyle;
//get the point size
glGetFloatv(GL_POINT_SIZE, &s.pointSize);
//get point style
s.pointStyle = (glIsEnabled(GL_POINT_SMOOTH) == GL_TRUE) ? Graphics::POINT_SMOOTH : Graphics::POINT_ROUGH;
// get alpha test status
s.alphaTest = isAlphaTestEnabled();
if (s.alphaTest)
{
// if alpha testing is enabled, store mode and reference alpha
s.alphaTestMode = getAlphaTestMode();
s.alphaTestRef = getAlphaTestRef();
}
//get scissor status
s.scissor = (glIsEnabled(GL_SCISSOR_TEST) == GL_TRUE);
//do we have scissor, if so, store the box
if (s.scissor)
s.scissorBox = gl.getScissor();
for (int i = 0; i < 4; i++)
s.colorMask[i] = colorMask[i];
return s;
}
void Graphics::restoreState(const DisplayState &s)
{
setColor(s.color);
setBackgroundColor(s.backgroundColor);
setBlendMode(s.blendMode);
setLineWidth(lineWidth);
setLineStyle(s.lineStyle);
setPointSize(s.pointSize);
setPointStyle(s.pointStyle);
if (s.alphaTest)
setAlphaTest(s.alphaTestMode, s.alphaTestRef);
else
setAlphaTest();
if (s.scissor)
setScissor(s.scissorBox.x, s.scissorBox.y, s.scissorBox.w, s.scissorBox.h);
else
setScissor();
setColorMask(s.colorMask[0], s.colorMask[1], s.colorMask[2], s.colorMask[3]);
}
bool Graphics::setMode(int width, int height)
{
this->width = width;
this->height = height;
// Okay, setup OpenGL.
gl.initContext();
// Make sure antialiasing works when set elsewhere
if (GLEE_VERSION_1_3 || GLEE_ARB_multisample)
glEnable(GL_MULTISAMPLE);
// Enable blending
glEnable(GL_BLEND);
// "Normal" blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Enable all color component writes.
setColorMask(true, true, true, true);
// Enable line/point smoothing.
setLineStyle(LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
// Auto-generated mipmaps should be the best quality possible
if (GLEE_VERSION_1_4 || GLEE_SGIS_generate_mipmap)
glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
// Set default alpha test mode and value
glAlphaFunc(GL_GREATER, 0.0f);
setAlphaTest();
// Enable textures
glEnable(GL_TEXTURE_2D);
gl.setActiveTextureUnit(0);
// Set the viewport to top-left corner
gl.setViewport(OpenGL::Viewport(0, 0, width, height));
// Reset the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Set up orthographic view (no depth)
glOrtho(0.0, width, height, 0.0, -1.0, 1.0);
// Reset modelview matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Set pixel row alignment
glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
// Reload all volatile objects.
if (!Volatile::loadAll())
std::cerr << "Could not reload all volatile objects." << std::endl;
// Restore the display state.
restoreState(savedState);
pixel_size_stack.clear();
pixel_size_stack.reserve(5);
pixel_size_stack.push_back(1);
// Get the maximum number of matrices
// subtract a few to give the engine some room.
glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &matrixLimit);
matrixLimit -= 5;
created = true;
return true;
}
void Graphics::unSetMode()
{
// Window re-creation may destroy the GL context, so we must save the state.
if (isCreated())
savedState = saveState();
// Unload all volatile objects. These must be reloaded after the display
// mode change.
Volatile::unloadAll();
gl.deInitContext();
}
void Graphics::reset()
{
DisplayState s;
discardStencil();
Canvas::bindDefaultCanvas();
Shader::detach();
restoreState(s);
pixel_size_stack.clear();
pixel_size_stack.reserve(5);
pixel_size_stack.push_back(1);
}
void Graphics::clear()
{
glClear(GL_COLOR_BUFFER_BIT);
}
void Graphics::present()
{
currentWindow->swapBuffers();
}
int Graphics::getWidth() const
{
return width;
}
int Graphics::getHeight() const
{
return height;
}
int Graphics::getRenderWidth() const
{
if (Canvas::current)
return Canvas::current->getWidth();
return getWidth();
}
int Graphics::getRenderHeight() const
{
if (Canvas::current)
return Canvas::current->getHeight();
return getHeight();
}
bool Graphics::isCreated() const
{
return created;
}
void Graphics::setScissor(int x, int y, int width, int height)
{
glEnable(GL_SCISSOR_TEST);
// OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor.
gl.setScissor(OpenGL::Viewport(x, y, width, height));
}
void Graphics::setScissor()
{
glDisable(GL_SCISSOR_TEST);
}
int Graphics::getScissor(lua_State *L) const
{
if (glIsEnabled(GL_SCISSOR_TEST) == GL_FALSE)
return 0;
OpenGL::Viewport scissor = gl.getScissor();
lua_pushinteger(L, scissor.x);
lua_pushinteger(L, scissor.y);
lua_pushinteger(L, scissor.w);
lua_pushinteger(L, scissor.h);
return 4;
}
void Graphics::defineStencil()
{
// Make sure the active canvas has a stencil buffer.
if (Canvas::current)
Canvas::current->checkCreateStencil();
// Disable color writes but don't save the mask values.
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
void Graphics::useStencil(bool invert)
{
glStencilFunc(GL_EQUAL, (GLint)(!invert), 1); // invert ? 0 : 1
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
setColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
}
void Graphics::discardStencil()
{
setColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
glDisable(GL_STENCIL_TEST);
}
void Graphics::setAlphaTest(Graphics::AlphaTestMode mode, unsigned char refalpha)
{
GLclampf ref = refalpha / 255.0f;
glEnable(GL_ALPHA_TEST);
switch (mode)
{
case ALPHATEST_LESS:
glAlphaFunc(GL_LESS, ref);
break;
case ALPHATEST_LEQUAL:
glAlphaFunc(GL_LEQUAL, ref);
break;
case ALPHATEST_EQUAL:
glAlphaFunc(GL_EQUAL, ref);
break;
case ALPHATEST_NOTEQUAL:
glAlphaFunc(GL_NOTEQUAL, ref);
break;
case ALPHATEST_GEQUAL:
glAlphaFunc(GL_GEQUAL, ref);
break;
case ALPHATEST_GREATER:
glAlphaFunc(GL_GREATER, ref);
break;
default:
glDisable(GL_ALPHA_TEST);
break;
}
}
void Graphics::setAlphaTest()
{
glDisable(GL_ALPHA_TEST);
}
bool Graphics::isAlphaTestEnabled()
{
return glIsEnabled(GL_ALPHA_TEST) == GL_TRUE;
}
Graphics::AlphaTestMode Graphics::getAlphaTestMode()
{
GLint func;
glGetIntegerv(GL_ALPHA_TEST_FUNC, &func);
switch (func)
{
case GL_LESS:
return ALPHATEST_LESS;
case GL_LEQUAL:
return ALPHATEST_LEQUAL;
case GL_EQUAL:
return ALPHATEST_EQUAL;
case GL_NOTEQUAL:
return ALPHATEST_NOTEQUAL;
case GL_GEQUAL:
return ALPHATEST_GEQUAL;
case GL_GREATER:
return ALPHATEST_GREATER;
default:
return ALPHATEST_MAX_ENUM;
}
}
unsigned char Graphics::getAlphaTestRef()
{
GLfloat ref;
glGetFloatv(GL_ALPHA_TEST_REF, &ref);
return ref * 255;
}
Image *Graphics::newImage(love::image::ImageData *data)
{
// Create the image.
Image *image = new Image(data);
bool success;
try
{
success = image->load();
}
catch(love::Exception &)
{
image->release();
throw;
}
if (!success)
{
image->release();
return 0;
}
return image;
}
Image *Graphics::newImage(love::image::CompressedData *cdata)
{
// Create the image.
Image *image = new Image(cdata);
bool success;
try
{
success = image->load();
}
catch(love::Exception &)
{
image->release();
throw;
}
if (!success)
{
image->release();
return 0;
}
return image;
}
Geometry *Graphics::newGeometry(const std::vector<vertex> &vertices)
{
return new Geometry(vertices);
}
Geometry *Graphics::newQuad(float x, float y, float w, float h, float sw, float sh)
{
return new Geometry(x, y, w, h, sw, sh);
}
Font *Graphics::newFont(love::font::Rasterizer *r, const Image::Filter &filter)
{
return new Font(r, filter);
}
SpriteBatch *Graphics::newSpriteBatch(Image *image, int size, int usage)
{
return new SpriteBatch(image, size, usage);
}
ParticleSystem *Graphics::newParticleSystem(Image *image, int size)
{
return new ParticleSystem(image, size);
}
Canvas *Graphics::newCanvas(int width, int height, Canvas::TextureType texture_type)
{
if (texture_type == Canvas::TYPE_HDR && !Canvas::isHDRSupported())
throw Exception("HDR Canvases are not supported by your OpenGL implementation");
if (width > gl.getMaxTextureSize())
throw Exception("Cannot create canvas: width of %d pixels is too large for this system.", width);
else if (height > gl.getMaxTextureSize())
throw Exception("Cannot create canvas: height of %d pixels is too large for this system.", height);
while (GL_NO_ERROR != glGetError())
/* clear opengl error flag */;
Canvas *canvas = new Canvas(width, height, texture_type);
GLenum err = canvas->getStatus();
// everything ok, return canvas (early out)
if (err == GL_FRAMEBUFFER_COMPLETE)
return canvas;
// create error message
std::stringstream error_string;
error_string << "Cannot create canvas: ";
switch (err)
{
case GL_FRAMEBUFFER_UNSUPPORTED:
error_string << "Not supported by your OpenGL implementation.";
break;
// remaining error codes are highly unlikely:
case GL_FRAMEBUFFER_UNDEFINED:
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
error_string << "Error in implementation. Possible fix: Make canvas width and height powers of two.";
break;
default:
// my intel hda card wrongly returns 0 to glCheckFramebufferStatus() but sets
// no error flag. I think it meant to return GL_FRAMEBUFFER_UNSUPPORTED, but who
// knows.
if (glGetError() == GL_NO_ERROR)
error_string << "May not be supported by your OpenGL implementation.";
// the remaining error is an indication of a serious fuckup since it should
// only be returned if glCheckFramebufferStatus() was called with the wrong
// arguments.
else
error_string << "Cannot create canvas: Aliens did it (OpenGL error code: " << glGetError() << ")";
}
canvas->release();
throw Exception(error_string.str().c_str());
return NULL; // never reached
}
Shader *Graphics::newShader(const Shader::ShaderSources &sources)
{
return new Shader(sources);
}
void Graphics::setColor(const Color &c)
{
gl.setColor(c);
}
Color Graphics::getColor() const
{
return gl.getColor();
}
void Graphics::setBackgroundColor(const Color &c)
{
gl.setClearColor(c);
}
Color Graphics::getBackgroundColor() const
{
return gl.getClearColor();
}
void Graphics::setFont(Font *font)
{
Object::AutoRelease fontrelease(currentFont);
currentFont = font;
if (font != 0)
currentFont->retain();
}
Font *Graphics::getFont() const
{
return currentFont;
}
void Graphics::setColorMask(bool r, bool g, bool b, bool a)
{
colorMask[0] = r;
colorMask[1] = g;
colorMask[2] = b;
colorMask[3] = a;
glColorMask((GLboolean) r, (GLboolean) g, (GLboolean) b, (GLboolean) a);
}
const bool *Graphics::getColorMask() const
{
return colorMask;
}
void Graphics::setBlendMode(Graphics::BlendMode mode)
{
const int gl_1_4 = GLEE_VERSION_1_4;
GLenum func = GL_FUNC_ADD;
GLenum src_rgb = GL_ONE;
GLenum src_a = GL_ONE;
GLenum dst_rgb = GL_ZERO;
GLenum dst_a = GL_ZERO;
switch (mode)
{
case BLEND_ALPHA:
if (gl_1_4 || GLEE_EXT_blend_func_separate)
{
src_rgb = GL_SRC_ALPHA;
src_a = GL_ONE;
dst_rgb = dst_a = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
// Fallback for OpenGL implementations without support for separate blend functions.
// This will most likely only be used for the Microsoft software renderer and
// since it's still stuck with OpenGL 1.1, the only expected difference is a
// different alpha value when reading back the default framebuffer (newScreenshot).
src_rgb = src_a = GL_SRC_ALPHA;
dst_rgb = dst_a = GL_ONE_MINUS_SRC_ALPHA;
}
break;
case BLEND_MULTIPLICATIVE:
src_rgb = src_a = GL_DST_COLOR;
dst_rgb = dst_a = GL_ZERO;
break;
case BLEND_PREMULTIPLIED:
src_rgb = src_a = GL_ONE;
dst_rgb = dst_a = GL_ONE_MINUS_SRC_ALPHA;
break;
case BLEND_SUBTRACTIVE:
func = GL_FUNC_REVERSE_SUBTRACT;
case BLEND_ADDITIVE:
src_rgb = src_a = GL_SRC_ALPHA;
dst_rgb = dst_a = GL_ONE;
break;
case BLEND_REPLACE:
default:
src_rgb = src_a = GL_ONE;
dst_rgb = dst_a = GL_ZERO;
break;
}
if (gl_1_4 || GLEE_ARB_imaging)
glBlendEquation(func);
else if (GLEE_EXT_blend_minmax && GLEE_EXT_blend_subtract)
glBlendEquationEXT(func);
else
{
if (func == GL_FUNC_REVERSE_SUBTRACT)
throw Exception("This graphics card does not support the subtractive blend mode!");
// GL_FUNC_ADD is the default even without access to glBlendEquation, so that'll still work.
}
if (src_rgb == src_a && dst_rgb == dst_a)
glBlendFunc(src_rgb, dst_rgb);
else
{
if (gl_1_4)
glBlendFuncSeparate(src_rgb, dst_rgb, src_a, dst_a);
else if (GLEE_EXT_blend_func_separate)
glBlendFuncSeparateEXT(src_rgb, dst_rgb, src_a, dst_a);
else
throw Exception("This graphics card does not support separated rgb and alpha blend functions!");
}
}
Graphics::BlendMode Graphics::getBlendMode() const
{
const int gl_1_4 = GLEE_VERSION_1_4;
GLint src_rgb, src_a, dst_rgb, dst_a;
GLint equation = GL_FUNC_ADD;
if (gl_1_4 || GLEE_EXT_blend_func_separate)
{
glGetIntegerv(GL_BLEND_SRC_RGB, &src_rgb);
glGetIntegerv(GL_BLEND_SRC_ALPHA, &src_a);
glGetIntegerv(GL_BLEND_DST_RGB, &dst_rgb);
glGetIntegerv(GL_BLEND_DST_ALPHA, &dst_a);
}
else
{
glGetIntegerv(GL_BLEND_SRC, &src_rgb);
glGetIntegerv(GL_BLEND_DST, &dst_rgb);
src_a = src_rgb;
dst_a = dst_rgb;
}
if (gl_1_4 || GLEE_ARB_imaging || (GLEE_EXT_blend_minmax && GLEE_EXT_blend_subtract))
glGetIntegerv(GL_BLEND_EQUATION, &equation);
if (equation == GL_FUNC_REVERSE_SUBTRACT) // && src == GL_SRC_ALPHA && dst == GL_ONE
return BLEND_SUBTRACTIVE;
// Everything else has equation == GL_FUNC_ADD.
else if (src_rgb == src_a && dst_rgb == dst_a)
{
if (src_rgb == GL_SRC_ALPHA && dst_rgb == GL_ONE)
return BLEND_ADDITIVE;
else if (src_rgb == GL_SRC_ALPHA && dst_rgb == GL_ONE_MINUS_SRC_ALPHA)
return BLEND_ALPHA; // alpha blend mode fallback for very old OpenGL versions.
else if (src_rgb == GL_DST_COLOR && dst_rgb == GL_ZERO)
return BLEND_MULTIPLICATIVE;
else if (src_rgb == GL_ONE && dst_rgb == GL_ONE_MINUS_SRC_ALPHA)
return BLEND_PREMULTIPLIED;
else if (src_rgb == GL_ONE && dst_rgb == GL_ZERO)
return BLEND_REPLACE;
}
else if (src_rgb == GL_SRC_ALPHA && src_a == GL_ONE &&
dst_rgb == GL_ONE_MINUS_SRC_ALPHA && dst_a == GL_ONE_MINUS_SRC_ALPHA)
return BLEND_ALPHA;
throw Exception("Unknown blend mode");
}
void Graphics::setDefaultFilter(const Image::Filter &f)
{
Image::setDefaultFilter(f);
}
const Image::Filter &Graphics::getDefaultFilter() const
{
return Image::getDefaultFilter();
}
void Graphics::setDefaultMipmapFilter(Image::FilterMode filter, float sharpness)
{
Image::setDefaultMipmapFilter(filter);
Image::setDefaultMipmapSharpness(sharpness);
}
void Graphics::getDefaultMipmapFilter(Image::FilterMode *filter, float *sharpness) const
{
*filter = Image::getDefaultMipmapFilter();
*sharpness = Image::getDefaultMipmapSharpness();
}
void Graphics::setLineWidth(float width)
{
lineWidth = width;
}
void Graphics::setLineStyle(Graphics::LineStyle style)
{
lineStyle = style;
}
float Graphics::getLineWidth() const
{
return lineWidth;
}
Graphics::LineStyle Graphics::getLineStyle() const
{
return lineStyle;
}
void Graphics::setPointSize(float size)
{
glPointSize((GLfloat)size);
}
void Graphics::setPointStyle(Graphics::PointStyle style)
{
if (style == POINT_SMOOTH)
glEnable(GL_POINT_SMOOTH);
else // love::POINT_ROUGH
glDisable(GL_POINT_SMOOTH);
}
float Graphics::getPointSize() const
{
GLfloat size;
glGetFloatv(GL_POINT_SIZE, &size);
return (float)size;
}
Graphics::PointStyle Graphics::getPointStyle() const
{
if (glIsEnabled(GL_POINT_SMOOTH) == GL_TRUE)
return POINT_SMOOTH;
else
return POINT_ROUGH;
}
int Graphics::getMaxPointSize() const
{
GLint max;
glGetIntegerv(GL_POINT_SIZE_MAX, &max);
return (int)max;
}
void Graphics::print(const std::string &str, float x, float y , float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
if (currentFont != 0)
currentFont->print(str, x, y, 0.0, angle, sx, sy, ox, oy, kx, ky);
}
void Graphics::printf(const std::string &str, float x, float y, float wrap, AlignMode align, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
if (currentFont == 0)
return;
using std::string;
using std::vector;
vector<string> lines_to_draw = currentFont->getWrap(str, wrap);
glPushMatrix();
static Matrix t;
t.setTransformation(ceil(x), ceil(y), angle, sx, sy, ox, oy, kx, ky);
glMultMatrixf((const GLfloat *)t.getElements());
x = y = 0.0f;
try
{
// now for the actual printing
vector<string>::const_iterator line_iter, line_end = lines_to_draw.end();
float letter_spacing = 0.0f;
for (line_iter = lines_to_draw.begin(); line_iter != line_end; ++line_iter)
{
float width = static_cast<float>(currentFont->getWidth(*line_iter));
switch (align)
{
case ALIGN_RIGHT:
currentFont->print(*line_iter, ceil(x + (wrap - width)), ceil(y), 0.0f);
break;
case ALIGN_CENTER:
currentFont->print(*line_iter, ceil(x + (wrap - width) / 2), ceil(y), 0.0f);
break;
case ALIGN_JUSTIFY:
if (line_iter->length() > 1)
letter_spacing = (wrap - width) / float(line_iter->length() - 1);
else
letter_spacing = 0.0f;
currentFont->print(*line_iter, ceil(x), ceil(y), letter_spacing);
break;
case ALIGN_LEFT:
default:
currentFont->print(*line_iter, ceil(x), ceil(y), 0.0f);
break;
}
y += currentFont->getHeight() * currentFont->getLineHeight();
}
}
catch (love::Exception &)
{
glPopMatrix();
throw;
}
glPopMatrix();
}
/**
* Primitives
**/
void Graphics::point(float x, float y)
{
gl.bindTexture(0);
glBegin(GL_POINTS);
glVertex2f(x, y);
glEnd();
}
// Calculate line boundary points u1 and u2. Sketch:
// u1
// -------------+---...___
// | ```'''-- ---
// p- - - - - - q- - . _ _ | w/2
// | ` ' ' r +
// -------------+---...___ | w/2
// u2 ```'''-- ---
//
// u1 and u2 depend on four things:
// - the half line width w/2
// - the previous line vertex p
// - the current line vertex q
// - the next line vertex r
//
// u1/u2 are the intersection points of the parallel lines to p-q and q-r,
// i.e. the point where
//
// (p + w/2 * n1) + mu * (q - p) = (q + w/2 * n2) + lambda * (r - q) (u1)
// (p - w/2 * n1) + mu * (q - p) = (q - w/2 * n2) + lambda * (r - q) (u2)
//
// with n1,n2 being the normals on the segments p-q and q-r:
//
// n1 = perp(q - p) / |q - p|
// n2 = perp(r - q) / |r - q|
//
// The intersection points can be calculated using cramers rule.
static void pushIntersectionPoints(Vector *vertices, Vector *overdraw,
int pos, int count, float hw, float overdraw_factor,
const Vector &p, const Vector &q, const Vector &r)
{
// calculate line directions
Vector s = (q - p);
Vector t = (r - q);
// calculate vertex displacement vectors
Vector n1 = s.getNormal();
Vector n2 = t.getNormal();
n1.normalize();
n2.normalize();
float det_norm = n1 ^ n2; // will be close to zero if the angle between the normals is sharp
n1 *= hw;
n2 *= hw;
// lines parallel -> assume intersection at displacement points
if (fabs(det_norm) <= .03)
{
vertices[pos] = q - n2;
vertices[pos+1] = q + n2;
}
// real intersection -> calculate boundary intersection points with cramers rule
else
{
float det = s ^ t;
Vector d = n1 - n2;
Vector b = s - d; // s = q - p
Vector c = s + d;
float lambda = (b ^ t) / det;
float mu = (c ^ t) / det;
// ordering for GL_TRIANGLE_STRIP
vertices[pos] = p + s*mu - n1; // u1
vertices[pos+1] = p + s*lambda + n1; // u2
}
if (overdraw)
{
// displacement of the overdraw vertices
Vector x = (vertices[pos] - q) * overdraw_factor;
overdraw[pos] = vertices[pos];
overdraw[pos+1] = vertices[pos] + x;
overdraw[2*count-pos-2] = vertices[pos+1];
overdraw[2*count-pos-1] = vertices[pos+1] - x;
}
}
// precondition:
// glEnableClientState(GL_VERTEX_ARRAY);
static void draw_overdraw(Vector *overdraw, size_t count, float pixel_size, bool looping)
{
// if not looping, the outer overdraw vertices need to be displaced
// to cover the line endings, i.e.:
// +- - - - //- - + +- - - - - //- - - +
// +-------//-----+ : +-------//-----+ :
// | core // line | --> : | core // line | :
// +-----//-------+ : +-----//-------+ :
// +- - //- - - - + +- - - //- - - - - +
if (!looping)
{
Vector s = overdraw[1] - overdraw[3];
s.normalize();
s *= pixel_size;
overdraw[1] += s;
overdraw[2*count-1] += s;
Vector t = overdraw[count-1] - overdraw[count-3];
t.normalize();
t *= pixel_size;
overdraw[count-1] += t;
overdraw[count+1] += t;
// we need to draw two more triangles to close the
// overdraw at the line start.
overdraw[2*count] = overdraw[0];
overdraw[2*count+1] = overdraw[1];
}
// prepare colors:
// even indices in overdraw* point to inner vertices => alpha = current-alpha,
// odd indices point to outer vertices => alpha = 0.
Color c = gl.getColor();
Color *colors = new Color[2*count+2];
for (size_t i = 0; i < 2*count+2; ++i)
{
colors[i] = c;
// avoids branching. equiv to if (i%2 == 1) colors[i].a = 0;
colors[i].a *= GLubyte(i % 2 == 0);
}
// draw faded out line halos
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *)overdraw);
glDrawArrays(GL_TRIANGLE_STRIP, 0, 2*count + 2 * int(!looping));
glDisableClientState(GL_COLOR_ARRAY);
// "if GL_COLOR_ARRAY is enabled, the value of the current color is
// undefined after glDrawArrays executes"
gl.setColor(c);
delete[] colors;
}
void Graphics::polyline(const float *coords, size_t count)
{
Vector *vertices = new Vector[count]; // two vertices for every line end-point
Vector *overdraw = NULL;
Vector p,q,r;
bool looping = (coords[0] == coords[count-2]) && (coords[1] == coords[count-1]);
float halfwidth = lineWidth/2.f;
float pixel_size = pixel_size_stack.back();
float overdraw_factor = .0f;
if (lineStyle == LINE_SMOOTH)
{
overdraw = new Vector[2*count+2];
overdraw_factor = pixel_size / halfwidth;
halfwidth = std::max(.0f, halfwidth - .25f*pixel_size);
}
// get line vertex boundaries
// if not looping, extend the line at the beginning, else use last point as `p'
r = Vector(coords[0], coords[1]);
if (!looping)
q = r * 2 - Vector(coords[2], coords[3]);
else
q = Vector(coords[count-4], coords[count-3]);
for (size_t i = 0; i+3 < count; i += 2)
{
p = q;
q = r;
r = Vector(coords[i+2], coords[i+3]);
pushIntersectionPoints(vertices, overdraw, i, count, halfwidth, overdraw_factor, p,q,r);
}
// if not looping, extend the line at the end, else use first point as `r'
p = q;
q = r;
if (!looping)
r += q - p;
else
r = Vector(coords[2], coords[3]);
pushIntersectionPoints(vertices, overdraw, count-2, count, halfwidth, overdraw_factor, p,q,r);
// end get line vertex boundaries
// draw the core line
gl.bindTexture(0);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *)vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
// draw the line halo (antialiasing)
if (lineStyle == LINE_SMOOTH)
draw_overdraw(overdraw, count, pixel_size, looping);
glDisableClientState(GL_VERTEX_ARRAY);
// cleanup
delete[] vertices;
if (lineStyle == LINE_SMOOTH)
delete[] overdraw;
}
void Graphics::rectangle(DrawMode mode, float x, float y, float w, float h)
{
float coords[] = {x,y, x,y+h, x+w,y+h, x+w,y, x,y};
polygon(mode, coords, 5 * 2);
}
void Graphics::circle(DrawMode mode, float x, float y, float radius, int points)
{
float two_pi = static_cast<float>(LOVE_M_PI * 2);
if (points <= 0) points = 1;
float angle_shift = (two_pi / points);
float phi = .0f;
float *coords = new float[2 * (points + 1)];
for (int i = 0; i < points; ++i, phi += angle_shift)
{
coords[2*i] = x + radius * cosf(phi);
coords[2*i+1] = y + radius * sinf(phi);
}
coords[2*points] = coords[0];
coords[2*points+1] = coords[1];
polygon(mode, coords, (points + 1) * 2);
delete[] coords;
}
void Graphics::arc(DrawMode mode, float x, float y, float radius, float angle1, float angle2, int points)
{
// Nothing to display with no points or equal angles. (Or is there with line mode?)
if (points <= 0 || angle1 == angle2)
return;
// Oh, you want to draw a circle?
if (fabs(angle1 - angle2) >= 2.0f * (float) LOVE_M_PI)
{
circle(mode, x, y, radius, points);
return;
}
float angle_shift = (angle2 - angle1) / points;
// Bail on precision issues.
if (angle_shift == 0.0)
return;
float phi = angle1;
int num_coords = (points + 3) * 2;
float *coords = new float[num_coords];
coords[0] = coords[num_coords - 2] = x;
coords[1] = coords[num_coords - 1] = y;
for (int i = 0; i <= points; ++i, phi += angle_shift)
{
coords[2 * (i+1)] = x + radius * cosf(phi);
coords[2 * (i+1) + 1] = y + radius * sinf(phi);
}
// GL_POLYGON can only fill-draw convex polygons, so we need to do stuff manually here
if (mode == DRAW_LINE)
{
polyline(coords, num_coords); // Artifacts at sharp angles if set to looping.
}
else
{
gl.bindTexture(0);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *) coords);
glDrawArrays(GL_TRIANGLE_FAN, 0, points + 2);
glDisableClientState(GL_VERTEX_ARRAY);
}
delete[] coords;
}
/// @param mode the draw mode
/// @param coords the coordinate array
/// @param count the number of coordinates/size of the array
void Graphics::polygon(DrawMode mode, const float *coords, size_t count)
{
// coords is an array of a closed loop of vertices, i.e.
// coords[count-2] = coords[0], coords[count-1] = coords[1]
if (mode == DRAW_LINE)
{
polyline(coords, count);
}
else
{
gl.bindTexture(0);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *)coords);
glDrawArrays(GL_POLYGON, 0, count/2-1); // opengl will close the polygon for us
glDisableClientState(GL_VERTEX_ARRAY);
}
}
love::image::ImageData *Graphics::newScreenshot(love::image::Image *image, bool copyAlpha)
{
// Temporarily unbind the currently active canvas (glReadPixels reads the
// active framebuffer, not the main one.)
Canvas *curcanvas = Canvas::current;
if (curcanvas)
Canvas::bindDefaultCanvas();
int w = getWidth();
int h = getHeight();
int row = 4*w;
int size = row*h;
GLubyte *pixels = 0;
GLubyte *screenshot = 0;
try
{
pixels = new GLubyte[size];
screenshot = new GLubyte[size];
}
catch (std::exception &)
{
delete[] pixels;
delete[] screenshot;
if (curcanvas)
curcanvas->startGrab(curcanvas->getAttachedCanvases());
throw love::Exception("Out of memory.");
}
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
if (!copyAlpha)
{
// Replace alpha values with full opacity.
for (int i = 3; i < size; i += 4)
pixels[i] = 255;
}
// OpenGL sucks and reads pixels from the lower-left. Let's fix that.
GLubyte *src = pixels - row, *dst = screenshot + size;
for (int i = 0; i < h; ++i)
memcpy(dst-=row, src+=row, row);
delete[] pixels;
love::image::ImageData *img = 0;
try
{
// Tell the new ImageData that it owns the screenshot data, so we don't
// need to delete it here.
img = image->newImageData(w, h, (void *) screenshot, true);
}
catch (love::Exception &)
{
delete[] screenshot;
if (curcanvas)
curcanvas->startGrab(curcanvas->getAttachedCanvases());
throw;
}
// Re-bind the active canvas, if necessary.
if (curcanvas)
curcanvas->startGrab(curcanvas->getAttachedCanvases());
return img;
}
std::string Graphics::getRendererInfo(Graphics::RendererInfo infotype) const
{
const char *infostr = 0;
switch (infotype)
{
case Graphics::RENDERER_INFO_NAME:
default:
infostr = "OpenGL";
break;
case Graphics::RENDERER_INFO_VERSION:
infostr = (const char *) glGetString(GL_VERSION);
break;
case Graphics::RENDERER_INFO_VENDOR:
infostr = (const char *) glGetString(GL_VENDOR);
break;
case Graphics::RENDERER_INFO_DEVICE:
infostr = (const char *) glGetString(GL_RENDERER);
break;
}
if (!infostr)
throw love::Exception("Cannot retrieve renderer information.");
return std::string(infostr);
}
void Graphics::push()
{
if (userMatrices == matrixLimit)
throw Exception("Maximum stack depth reached. (More pushes than pops?)");
glPushMatrix();
++userMatrices;
pixel_size_stack.push_back(pixel_size_stack.back());
}
void Graphics::pop()
{
if (userMatrices < 1)
throw Exception("Minimum stack depth reached. (More pops than pushes?)");
glPopMatrix();
--userMatrices;
pixel_size_stack.pop_back();
}
void Graphics::rotate(float r)
{
glRotatef(LOVE_TODEG(r), 0, 0, 1);
}
void Graphics::scale(float x, float y)
{
glScalef(x, y, 1);
pixel_size_stack.back() *= 2. / double(x + y);
}
void Graphics::translate(float x, float y)
{
glTranslatef(x, y, 0);
}
void Graphics::shear(float kx, float ky)
{
Matrix t;
t.setShear(kx, ky);
glMultMatrixf((const GLfloat *)t.getElements());
}
void Graphics::origin()
{
glLoadIdentity();
pixel_size_stack.back() = 1;
}
} // opengl
} // graphics
} // love