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love/src/modules/graphics/opengl/Graphics.cpp
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/**
* 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 <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>
namespace love
{
namespace graphics
{
namespace opengl
{
Graphics::Graphics()
: currentFont(0), currentImageFilter(), lineStyle(LINE_SMOOTH), lineWidth(1), matrixLimit(0), userMatrices(0)
{
currentWindow = love::window::sdl::Window::getSingleton();
resetBoundTexture();
}
Graphics::~Graphics()
{
if (currentFont != 0)
currentFont->release();
currentWindow->release();
}
const char * Graphics::getName() const
{
return "love.graphics.opengl";
}
bool Graphics::checkMode(int width, int height, bool fullscreen)
{
return currentWindow->checkWindowSize(width, height, fullscreen);
}
DisplayState Graphics::saveState()
{
DisplayState s;
s.color = getColor();
s.backgroundColor = getBackgroundColor();
s.blendMode = getBlendMode();
s.colorMode = getColorMode();
//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 scissor status
s.scissor = (glIsEnabled(GL_SCISSOR_TEST) == GL_TRUE);
//do we have scissor, if so, store the box
if (s.scissor)
glGetIntegerv(GL_SCISSOR_BOX, s.scissorBox);
return s;
}
void Graphics::restoreState(const DisplayState & s)
{
setColor(s.color);
setBackgroundColor(s.backgroundColor);
setBlendMode(s.blendMode);
setColorMode(s.colorMode);
setLine(lineWidth, s.lineStyle);
setPoint(s.pointSize, s.pointStyle);
if (s.scissor)
setScissor(s.scissorBox[0], s.scissorBox[1], s.scissorBox[2], s.scissorBox[3]);
else
setScissor();
}
bool Graphics::setMode(int width, int height, bool fullscreen, bool vsync, int fsaa)
{
// This operation destroys the OpenGL context, so
// we must save the state.
DisplayState tempState;
if (isCreated())
tempState = saveState();
// Unlad all volatile objects. These must be reloaded after
// the display mode change.
Volatile::unloadAll();
currentWindow->setWindow(width, height, fullscreen, vsync, fsaa);
// Okay, setup OpenGL.
// Enable blending
glEnable(GL_BLEND);
// "Normal" blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Enable line/point smoothing.
setLineStyle(LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
// Enable textures
glEnable(GL_TEXTURE_2D);
// Set the viewport to top-left corner
glViewport(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(tempState);
// Get the maximum number of matrices
// subtract a few to give the engine some room.
glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &matrixLimit);
matrixLimit -= 5;
return true;
}
void Graphics::getMode(int &width, int &height, bool &fullscreen, bool &vsync, int &fsaa)
{
currentWindow->getWindow(width, height, fullscreen, vsync, fsaa);
}
bool Graphics::toggleFullscreen()
{
int width, height, fsaa;
bool fullscreen, vsync;
currentWindow->getWindow(width, height, fullscreen, vsync, fsaa);
return setMode(width, height, !fullscreen, vsync, fsaa);
}
void Graphics::reset()
{
DisplayState s;
discardStencil();
Canvas::bindDefaultCanvas();
restoreState(s);
}
void Graphics::clear()
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
PixelEffect::detach();
}
void Graphics::present()
{
currentWindow->swapBuffers();
}
void Graphics::setIcon(Image * image)
{
currentWindow->setIcon(image->getData());
}
void Graphics::setCaption(const char * caption)
{
std::string title(caption);
currentWindow->setWindowTitle(title);
}
int Graphics::getCaption(lua_State * L)
{
std::string title = currentWindow->getWindowTitle();
lua_pushstring(L, title.c_str());
return 1;
}
int Graphics::getWidth()
{
return currentWindow->getWidth();
}
int Graphics::getHeight()
{
return currentWindow->getHeight();
}
int Graphics::getRenderHeight()
{
if (Canvas::current)
return Canvas::current->getHeight();
return getHeight();
}
bool Graphics::isCreated()
{
return currentWindow->isCreated();
}
int Graphics::getModes(lua_State * L)
{
int n;
love::window::Window::WindowSize ** modes = currentWindow->getFullscreenSizes(n);
if (modes == 0)
return 0;
lua_newtable(L);
for (int i = 0; i < n ; i++)
{
lua_pushinteger(L, i+1);
lua_newtable(L);
// Inner table attribs.
lua_pushstring(L, "width");
lua_pushinteger(L, modes[i]->width);
lua_settable(L, -3);
lua_pushstring(L, "height");
lua_pushinteger(L, modes[i]->height);
lua_settable(L, -3);
// Inner table attribs end.
lua_settable(L, -3);
delete modes[i];
}
delete[] modes;
return 1;
}
void Graphics::setScissor(int x, int y, int width, int height)
{
glEnable(GL_SCISSOR_TEST);
glScissor(x, getRenderHeight() - (y + height), width, height); // Compensates for the fact that our y-coordinate is reverse of OpenGLs.
}
void Graphics::setScissor()
{
glDisable(GL_SCISSOR_TEST);
}
int Graphics::getScissor(lua_State * L)
{
if (glIsEnabled(GL_SCISSOR_TEST) == GL_FALSE)
return 0;
GLint scissor[4];
glGetIntegerv(GL_SCISSOR_BOX, scissor);
lua_pushnumber(L, scissor[0]);
lua_pushnumber(L, getRenderHeight() - (scissor[1] + scissor[3])); // Compensates for the fact that our y-coordinate is reverse of OpenGLs.
lua_pushnumber(L, scissor[2]);
lua_pushnumber(L, scissor[3]);
return 4;
}
void Graphics::defineStencil()
{
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glEnable(GL_STENCIL_TEST);
glClear(GL_STENCIL_BUFFER_BIT);
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
void Graphics::useStencil(bool invert)
{
glStencilFunc(GL_EQUAL, (int)(!invert), 1); // invert ? 0 : 1
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
}
void Graphics::discardStencil()
{
glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_STENCIL_TEST);
}
Image * Graphics::newImage(love::image::ImageData * data)
{
// Create the image.
Image * image = new Image(data);
bool success;
try
{
success = image->load();
}
catch (love::Exception & e)
{
image->release();
throw love::Exception(e.what());
}
if (!success)
{
image->release();
return 0;
}
image->setFilter(currentImageFilter);
return image;
}
Quad * Graphics::newQuad(float x, float y, float w, float h, float sw, float sh)
{
Quad::Viewport v;
v.x = x;
v.y = y;
v.w = w;
v.h = h;
return new Quad(v, sw, sh);
}
Font * Graphics::newFont(love::font::Rasterizer * r, const Image::Filter& filter)
{
Font * font = new Font(r, filter);
// Load it and check for errors.
if (!font)
{
delete font;
return 0;
}
return font;
}
SpriteBatch * Graphics::newSpriteBatch(Image * image, int size, int usage)
{
SpriteBatch * t = NULL;
try
{
t = new SpriteBatch(image, size, usage);
}
catch (love::Exception& e)
{
if (t) delete t;
throw e;
}
return t;
}
ParticleSystem * Graphics::newParticleSystem(Image * image, int size)
{
return new ParticleSystem(image, size);
}
Canvas * Graphics::newCanvas(int width, int height)
{
Canvas * canvas = new Canvas(width, height);
GLenum err = canvas->getStatus();
// everything ok, reaturn 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
}
PixelEffect * Graphics::newPixelEffect(const std::string& code)
{
PixelEffect * effect = NULL;
try
{
effect = new PixelEffect(code);
}
catch (love::Exception& e)
{
if (effect)
delete effect;
throw(e);
}
return effect;
}
void Graphics::setColor(const Color& c)
{
glColor4ubv(&c.r);
}
Color Graphics::getColor()
{
float c[4];
glGetFloatv(GL_CURRENT_COLOR, c);
Color t;
t.r = (unsigned char)(255.0f*c[0]);
t.g = (unsigned char)(255.0f*c[1]);
t.b = (unsigned char)(255.0f*c[2]);
t.a = (unsigned char)(255.0f*c[3]);
return t;
}
void Graphics::setBackgroundColor(const Color& c)
{
glClearColor((float)c.r/255.0f, (float)c.g/255.0f, (float)c.b/255.0f, (float)c.a/255.0f);
}
Color Graphics::getBackgroundColor()
{
float c[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, c);
Color t;
t.r = (unsigned char)(255.0f*c[0]);
t.g = (unsigned char)(255.0f*c[1]);
t.b = (unsigned char)(255.0f*c[2]);
t.a = (unsigned char)(255.0f*c[3]);
return t;
}
void Graphics::setFont( Font * font )
{
if (currentFont != 0)
currentFont->release();
currentFont = font;
if (font != 0)
currentFont->retain();
}
Font * Graphics::getFont()
{
return currentFont;
}
void Graphics::setBlendMode( Graphics::BlendMode mode )
{
glAlphaFunc(GL_GEQUAL, 0);
if (mode == BLEND_SUBTRACTIVE)
glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
else
glBlendEquation(GL_FUNC_ADD);
if (mode == BLEND_ALPHA)
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
else if (mode == BLEND_MULTIPLICATIVE)
glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
else if (mode == BLEND_PREMULTIPLIED)
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
else // mode == BLEND_ADDITIVE || mode == BLEND_SUBTRACTIVE
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
void Graphics::setColorMode ( Graphics::ColorMode mode )
{
if (mode == COLOR_MODULATE)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
else if (mode == COLOR_COMBINE) {
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD_SIGNED);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
}
else // mode = COLOR_REPLACE
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
void Graphics::setDefaultImageFilter(const Image::Filter& f)
{
currentImageFilter = f;
}
Graphics::BlendMode Graphics::getBlendMode ()
{
GLint dst, src, equation;
glGetIntegerv(GL_BLEND_DST, &dst);
glGetIntegerv(GL_BLEND_SRC, &src);
glGetIntegerv(GL_BLEND_EQUATION, &equation);
if (equation == GL_FUNC_REVERSE_SUBTRACT) // && src == GL_SRC_ALPHA && dst == GL_ONE
return BLEND_SUBTRACTIVE;
else if (src == GL_SRC_ALPHA && dst == GL_ONE) // && equation == GL_FUNC_ADD
return BLEND_ADDITIVE;
else if (src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) // && equation == GL_FUNC_ADD
return BLEND_ALPHA;
else if (src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA) // && equation == GL_FUNC_ADD
return BLEND_MULTIPLICATIVE;
else if (src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) // && equation == GL_FUNC_ADD
return BLEND_PREMULTIPLIED;
return BLEND_MAX_ENUM; // Should never be reached.
}
Graphics::ColorMode Graphics::getColorMode()
{
GLint mode;
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &mode);
if (mode == GL_MODULATE)
return COLOR_MODULATE;
else if (mode == GL_COMBINE)
return COLOR_COMBINE;
else // mode == GL_REPLACE
return COLOR_REPLACE;
}
const Image::Filter& Graphics::getDefaultImageFilter() const
{
return currentImageFilter;
}
void Graphics::setLineWidth( float width )
{
lineWidth = width;
}
void Graphics::setLineStyle(Graphics::LineStyle style)
{
lineStyle = style;
}
void Graphics::setLine( float width, Graphics::LineStyle style )
{
setLineWidth(width);
if (style == 0)
return;
setLineStyle(style);
}
float Graphics::getLineWidth()
{
float w;
glGetFloatv(GL_LINE_WIDTH, &w);
return w;
}
Graphics::LineStyle Graphics::getLineStyle()
{
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);
}
void Graphics::setPoint( float size, Graphics::PointStyle style )
{
if ( style == POINT_SMOOTH )
glEnable(GL_POINT_SMOOTH);
else // POINT_ROUGH
glDisable(GL_POINT_SMOOTH);
glPointSize((GLfloat)size);
}
float Graphics::getPointSize()
{
GLfloat size;
glGetFloatv(GL_POINT_SIZE, &size);
return (float)size;
}
Graphics::PointStyle Graphics::getPointStyle()
{
if (glIsEnabled(GL_POINT_SMOOTH) == GL_TRUE)
return POINT_SMOOTH;
else
return POINT_ROUGH;
}
int Graphics::getMaxPointSize()
{
GLint max;
glGetIntegerv(GL_POINT_SIZE_MAX, &max);
return (int)max;
}
void Graphics::print( const char * str, float x, float y , float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
if (currentFont != 0)
{
std::string text(str);
currentFont->print(text, x, y, angle, sx, sy, ox, oy, kx, ky);
}
}
void Graphics::printf( const char * str, float x, float y, float wrap, AlignMode align)
{
if (currentFont == 0)
return;
using namespace std;
string text(str);
vector<string> lines_to_draw = currentFont->getWrap(text, wrap);
// now for the actual printing
vector<string>::const_iterator line_iter, line_end = lines_to_draw.end();
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));
break;
case ALIGN_CENTER:
currentFont->print(*line_iter, ceil(x + (wrap - width) / 2), ceil(y));
break;
case ALIGN_LEFT:
default:
currentFont->print(*line_iter, ceil(x), ceil(y));
break;
}
y += currentFont->getHeight() * currentFont->getLineHeight();
}
}
/**
* Primitives
**/
void Graphics::point( float x, float y )
{
glDisable(GL_TEXTURE_2D);
glBegin(GL_POINTS);
glVertex2f(x, y);
glEnd();
glEnable(GL_TEXTURE_2D);
}
// 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 inv_hw,
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 (works by magic).
Vector x = (vertices[pos] - q) * inv_hw;
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, 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();
overdraw[1] += s;
overdraw[2*count-1] += s;
Vector t = overdraw[count-1] - overdraw[count-3];
t.normalize();
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.
GLfloat c[4];
glGetFloatv(GL_CURRENT_COLOR, c);
Color *colors = new Color[2*count+2];
for (size_t i = 0; i < 2*count+2; ++i)
{
colors[i] = Color(GLubyte(c[0] * 255.f),
GLubyte(c[1] * 255.f),
GLubyte(c[2] * 255.f),
// avoids branching. equiv to if (i%2 == 1) colors[i].a = 0;
GLubyte(c[3] * 255.f) * 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"
glColor4fv(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 inv_hw = 1.f / halfwidth;
if (lineStyle == LINE_SMOOTH) {
overdraw = new Vector[2*count+2];
// Overdraw changes visible line width. account for that.
// Value of 0.2 chosen empirically.
halfwidth -= .2f;
}
// 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, inv_hw, 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, inv_hw, p,q,r);
// end get line vertex boundaries
// draw the core line
glDisable(GL_TEXTURE_2D);
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, looping);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
// cleanup
delete[] vertices;
if (lineStyle == LINE_SMOOTH)
delete[] overdraw;
}
void Graphics::triangle(DrawMode mode, float x1, float y1, float x2, float y2, float x3, float y3 )
{
float coords[] = { x1,y1, x2,y2, x3,y3, x1,y1 };
polygon(mode, coords, 4 * 2);
}
void Graphics::rectangle(DrawMode mode, float x, float y, float w, float h)
{
quad(mode, x,y, x,y+h, x+w,y+h, x+w,y);
}
void Graphics::quad(DrawMode mode, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4 )
{
float coords[] = { x1,y1, x2,y2, x3,y3, x4,y4, x1,y1 };
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 * cos(phi);
coords[2*i+1] = y + radius * sin(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 * cos(phi);
coords[2 * (i+1) + 1] = y + radius * sin(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
{
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *) coords);
glDrawArrays(GL_TRIANGLE_FAN, 0, points + 2);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
}
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
{
glDisable(GL_TEXTURE_2D);
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);
glEnable(GL_TEXTURE_2D);
}
}
love::image::ImageData * Graphics::newScreenshot(love::image::Image * image)
{
int w = getWidth();
int h = getHeight();
int row = 4*w;
int size = row*h;
GLubyte * pixels = new GLubyte[size];
GLubyte * screenshot = new GLubyte[size];
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
// 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);
}
love::image::ImageData * img = image->newImageData(w, h, (void*)screenshot);
delete [] pixels;
delete [] screenshot;
return img;
}
void Graphics::push()
{
if (userMatrices == matrixLimit)
throw Exception("Maximum stack depth reached.");
glPushMatrix();
++userMatrices;
}
void Graphics::pop()
{
if (userMatrices < 1)
throw Exception("Minimum stack depth reached. (More pops than pushes?)");
glPopMatrix();
--userMatrices;
}
void Graphics::rotate(float r)
{
glRotatef(LOVE_TODEG(r), 0, 0, 1);
}
void Graphics::scale(float x, float y)
{
glScalef(x, y, 1);
}
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::drawTest(Image * image, float x, float y, float a, float sx, float sy, float ox, float oy)
{
image->bind();
// Buffer for transforming the image.
vertex buf[4];
Matrix t;
t.translate(x, y);
t.rotate(a);
t.scale(sx, sy);
t.translate(ox, oy);
t.transform(buf, image->getVertices(), 4);
const vertex * vertices = image->getVertices();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&buf[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&vertices[0].s);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
bool Graphics::hasFocus()
{
return currentWindow->hasFocus();
}
} // opengl
} // graphics
} // love