mirror of
https://github.com/love2d/love.git
synced 2026-08-12 08:30:56 +02:00
8558d7894c
--HG-- branch : minor
1530 lines
40 KiB
C++
1530 lines
40 KiB
C++
/**
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* Copyright (c) 2006-2017 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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// LOVE
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#include "common/config.h"
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#include "common/math.h"
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#include "common/Vector.h"
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#include "Graphics.h"
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#include "font/Font.h"
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#include "Font.h"
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#include "StreamBuffer.h"
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#include "math/MathModule.h"
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#include "window/Window.h"
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#include "Buffer.h"
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#include "Video.h"
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#include "Text.h"
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#include "libraries/xxHash/xxhash.h"
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// C++
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#include <vector>
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#include <sstream>
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#include <algorithm>
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#include <iterator>
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// C
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#include <cmath>
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#include <cstdio>
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#ifdef LOVE_IOS
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#include <SDL_syswm.h>
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#endif
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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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Graphics::Graphics()
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: quadIndices(nullptr)
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, windowHasStencil(false)
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, mainVAO(0)
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{
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gl = OpenGL();
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states.reserve(10);
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states.push_back(DisplayState());
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auto window = getInstance<love::window::Window>(M_WINDOW);
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if (window != nullptr)
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{
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window->setGraphics(this);
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if (window->isOpen())
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{
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int w, h;
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love::window::WindowSettings settings;
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window->getWindow(w, h, settings);
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double dpiW = w;
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double dpiH = h;
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window->windowToDPICoords(&dpiW, &dpiH);
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setMode((int) dpiW, (int) dpiH, window->getPixelWidth(), window->getPixelHeight(), settings.stencil);
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}
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}
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}
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Graphics::~Graphics()
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{
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if (quadIndices)
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delete quadIndices;
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}
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const char *Graphics::getName() const
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{
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return "love.graphics.opengl";
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}
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love::graphics::StreamBuffer *Graphics::newStreamBuffer(BufferType type, size_t size)
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{
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return CreateStreamBuffer(type, size);
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}
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love::graphics::Image *Graphics::newImage(const std::vector<love::image::ImageData *> &data, const Image::Settings &settings)
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{
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return new Image(data, settings);
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}
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love::graphics::Image *Graphics::newImage(const std::vector<love::image::CompressedImageData *> &cdata, const Image::Settings &settings)
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{
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return new Image(cdata, settings);
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}
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graphics::Font *Graphics::newFont(love::font::Rasterizer *r, const Texture::Filter &filter)
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{
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return new Font(r, filter);
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}
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love::graphics::SpriteBatch *Graphics::newSpriteBatch(Texture *texture, int size, vertex::Usage usage)
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{
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return new SpriteBatch(this, texture, size, usage);
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}
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love::graphics::ParticleSystem *Graphics::newParticleSystem(Texture *texture, int size)
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{
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return new ParticleSystem(this, texture, size);
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}
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love::graphics::Canvas *Graphics::newCanvas(int width, int height, const Canvas::Settings &settings)
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{
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if (!Canvas::isSupported())
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throw love::Exception("Canvases are not supported by your OpenGL drivers!");
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if (!Canvas::isFormatSupported(settings.format))
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{
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const char *fstr = "rgba8";
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love::getConstant(Canvas::getSizedFormat(settings.format), fstr);
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throw love::Exception("The %s canvas format is not supported by your OpenGL drivers.", fstr);
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}
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if (width > gl.getMaxTextureSize())
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throw Exception("Cannot create canvas: width of %d pixels is too large for this system.", width);
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else if (height > gl.getMaxTextureSize())
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throw Exception("Cannot create canvas: height of %d pixels is too large for this system.", height);
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Canvas *canvas = new Canvas(width, height, settings);
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GLenum err = canvas->getStatus();
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// everything ok, return canvas (early out)
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if (err == GL_FRAMEBUFFER_COMPLETE)
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return canvas;
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canvas->release();
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throw love::Exception("Cannot create Canvas: %s", OpenGL::framebufferStatusString(err));
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return nullptr; // never reached
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}
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love::graphics::Shader *Graphics::newShader(const Shader::ShaderSource &source)
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{
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return new Shader(source);
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}
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love::graphics::Buffer *Graphics::newBuffer(size_t size, const void *data, BufferType type, vertex::Usage usage, uint32 mapflags)
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{
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return new Buffer(size, data, type, usage, mapflags);
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}
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love::graphics::Mesh *Graphics::newMesh(const std::vector<Vertex> &vertices, Mesh::DrawMode drawmode, vertex::Usage usage)
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{
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return new Mesh(this, vertices, drawmode, usage);
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}
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love::graphics::Mesh *Graphics::newMesh(int vertexcount, Mesh::DrawMode drawmode, vertex::Usage usage)
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{
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return new Mesh(this, vertexcount, drawmode, usage);
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}
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love::graphics::Mesh *Graphics::newMesh(const std::vector<Mesh::AttribFormat> &vertexformat, int vertexcount, Mesh::DrawMode drawmode, vertex::Usage usage)
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{
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return new Mesh(this, vertexformat, vertexcount, drawmode, usage);
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}
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love::graphics::Mesh *Graphics::newMesh(const std::vector<Mesh::AttribFormat> &vertexformat, const void *data, size_t datasize, Mesh::DrawMode drawmode, vertex::Usage usage)
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{
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return new Mesh(this, vertexformat, data, datasize, drawmode, usage);
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}
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love::graphics::Text *Graphics::newText(graphics::Font *font, const std::vector<Font::ColoredString> &text)
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{
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return new Text(this, font, text);
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}
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love::graphics::Video *Graphics::newVideo(love::video::VideoStream *stream, float pixeldensity)
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{
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return new Video(stream, pixeldensity);
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}
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void Graphics::setViewportSize(int width, int height, int pixelwidth, int pixelheight)
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{
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this->width = width;
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this->height = height;
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this->pixelWidth = pixelwidth;
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this->pixelHeight = pixelheight;
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if (states.back().canvases.empty())
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{
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// Set the viewport to top-left corner.
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gl.setViewport({0, 0, pixelwidth, pixelheight});
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// Re-apply the scissor if it was active, since the rectangle passed to
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// glScissor is affected by the viewport dimensions.
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if (states.back().scissor)
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setScissor(states.back().scissorRect);
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// Set up the projection matrix
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projectionMatrix = Matrix4::ortho(0.0, (float) width, (float) height, 0.0);
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}
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}
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bool Graphics::setMode(int width, int height, int pixelwidth, int pixelheight, bool windowhasstencil)
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{
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this->width = width;
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this->height = height;
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this->windowHasStencil = windowhasstencil;
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// Okay, setup OpenGL.
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gl.initContext();
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if (gl.isCoreProfile())
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{
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glGenVertexArrays(1, &mainVAO);
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glBindVertexArray(mainVAO);
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}
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gl.setupContext();
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created = true;
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setViewportSize(width, height, pixelwidth, pixelheight);
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// Enable blending
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glEnable(GL_BLEND);
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// Auto-generated mipmaps should be the best quality possible
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if (!gl.isCoreProfile())
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glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
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if (!GLAD_ES_VERSION_2_0 && !gl.isCoreProfile())
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{
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// Make sure antialiasing works when set elsewhere
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glEnable(GL_MULTISAMPLE);
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// Enable texturing
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glEnable(GL_TEXTURE_2D);
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}
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gl.setTextureUnit(0);
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// Set pixel row alignment
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// Set whether drawing converts input from linear -> sRGB colorspace.
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if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
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|| GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB)
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{
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if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
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gl.setFramebufferSRGB(isGammaCorrect());
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}
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else
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setGammaCorrect(false);
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bool enabledebug = false;
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if (GLAD_VERSION_3_0)
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{
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// Enable OpenGL's debug output if a debug context has been created.
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GLint flags = 0;
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glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
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enabledebug = (flags & GL_CONTEXT_FLAG_DEBUG_BIT) != 0;
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}
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setDebug(enabledebug);
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if (streamBufferState.vb[0] == nullptr)
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{
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// Initial sizes that should be good enough for most cases. It will
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// resize to fit if needed, later.
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streamBufferState.vb[0] = CreateStreamBuffer(BUFFER_VERTEX, 1024 * 1024 * 1);
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streamBufferState.vb[1] = CreateStreamBuffer(BUFFER_VERTEX, 256 * 1024 * 1);
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streamBufferState.indexBuffer = CreateStreamBuffer(BUFFER_INDEX, sizeof(uint16) * LOVE_UINT16_MAX);
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}
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// Reload all volatile objects.
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if (!Volatile::loadAll())
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::printf("Could not reload all volatile objects.\n");
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// Create a quad indices object owned by love.graphics, so at least one
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// QuadIndices object is alive at all times while love.graphics is alive.
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// This makes sure there aren't too many expensive destruction/creations of
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// index buffer objects, since the shared index buffer used by QuadIndices
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// objects is destroyed when the last object is destroyed.
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if (quadIndices == nullptr)
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quadIndices = new QuadIndices(this, 20);
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// Restore the graphics state.
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restoreState(states.back());
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int gammacorrect = isGammaCorrect() ? 1 : 0;
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// We always need a default shader.
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if (!Shader::defaultShader)
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{
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Shader::Language target = getShaderLanguageTarget();
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Shader::defaultShader = newShader(defaultShaderCode[target][gammacorrect]);
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}
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// and a default video shader.
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if (!Shader::defaultVideoShader)
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{
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Shader::Language target = getShaderLanguageTarget();
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Shader::defaultVideoShader = newShader(defaultVideoShaderCode[target][gammacorrect]);
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}
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// A shader should always be active, but the default shader shouldn't be
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// returned by getShader(), so we don't do setShader(defaultShader).
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if (!Shader::current)
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Shader::defaultShader->attach();
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return true;
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}
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void Graphics::unSetMode()
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{
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if (!isCreated())
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return;
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flushStreamDraws();
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// Unload all volatile objects. These must be reloaded after the display
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// mode change.
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Volatile::unloadAll();
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for (const auto &pair : framebufferObjects)
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gl.deleteFramebuffer(pair.second);
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for (const CachedRenderbuffer &rb : stencilBuffers)
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glDeleteRenderbuffers(1, &rb.renderbuffer);
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framebufferObjects.clear();
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stencilBuffers.clear();
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if (mainVAO != 0)
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{
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glDeleteVertexArrays(1, &mainVAO);
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mainVAO = 0;
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}
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gl.deInitContext();
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created = false;
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}
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void Graphics::setActive(bool enable)
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{
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flushStreamDraws();
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// Make sure all pending OpenGL commands have fully executed before
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// returning, when going from active to inactive. This is required on iOS.
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if (isCreated() && this->active && !enable)
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glFinish();
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active = enable;
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}
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void Graphics::flushStreamDraws()
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{
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using namespace vertex;
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auto &sbstate = streamBufferState;
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if (sbstate.vertexCount == 0 && sbstate.indexCount == 0)
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return;
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OpenGL::TempDebugGroup debuggroup("Stream vertices flush and draw");
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uint32 attribs = 0;
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size_t usedsizes[3] = {0, 0, 0};
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for (int i = 0; i < 2; i++)
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{
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if (sbstate.formats[i] == CommonFormat::NONE)
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continue;
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GLsizei stride = (GLsizei) getFormatStride(sbstate.formats[i]);
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usedsizes[i] = stride * sbstate.vertexCount;
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love::graphics::StreamBuffer *buffer = sbstate.vb[i];
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gl.bindBuffer(BUFFER_VERTEX, (GLuint) buffer->getHandle());
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size_t offset = buffer->unmap(usedsizes[i]);
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sbstate.vbMap[i] = StreamBuffer::MapInfo();
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switch (sbstate.formats[i])
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{
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case CommonFormat::NONE:
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break;
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case CommonFormat::XYf:
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attribs |= ATTRIBFLAG_POS;
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glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset));
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break;
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case CommonFormat::RGBAub:
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attribs |= ATTRIBFLAG_COLOR;
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glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, BUFFER_OFFSET(offset));
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break;
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case CommonFormat::XYf_STf:
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attribs |= ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD;
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glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf, x)));
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glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf, s)));
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break;
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case CommonFormat::XYf_STf_RGBAub:
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attribs |= ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD | ATTRIBFLAG_COLOR;
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glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf_RGBAub, x)));
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glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf_RGBAub, s)));
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glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STf_RGBAub, color.r)));
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break;
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case CommonFormat::XYf_STus_RGBAub:
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attribs |= ATTRIBFLAG_POS | ATTRIBFLAG_TEXCOORD | ATTRIBFLAG_COLOR;
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glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STus_RGBAub, x)));
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glVertexAttribPointer(ATTRIB_TEXCOORD, 2, GL_UNSIGNED_SHORT, GL_TRUE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STus_RGBAub, s)));
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glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, stride, BUFFER_OFFSET(offset + offsetof(XYf_STus_RGBAub, color.r)));
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break;
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}
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}
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if (attribs == 0)
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return;
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GLenum glmode = GL_ZERO;
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switch (sbstate.primitiveMode)
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{
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case PrimitiveMode::TRIANGLES:
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glmode = GL_TRIANGLES;
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break;
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case PrimitiveMode::POINTS:
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glmode = GL_POINTS;
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break;
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}
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Colorf nc = gl.getConstantColor();
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if (attribs & ATTRIBFLAG_COLOR)
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gl.setConstantColor(Colorf(1.0f, 1.0f, 1.0f, 1.0f));
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pushIdentityTransform();
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gl.prepareDraw();
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if (sbstate.textureHandle != 0)
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gl.bindTextureToUnit((GLuint) sbstate.textureHandle, 0, false);
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else
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gl.bindTextureToUnit(sbstate.texture, 0, false);
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gl.useVertexAttribArrays(attribs);
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if (sbstate.indexCount > 0)
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{
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usedsizes[2] = sizeof(uint16) * sbstate.indexCount;
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gl.bindBuffer(BUFFER_INDEX, (GLuint) sbstate.indexBuffer->getHandle());
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size_t offset = sbstate.indexBuffer->unmap(usedsizes[2]);
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sbstate.indexBufferMap = StreamBuffer::MapInfo();
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gl.drawElements(glmode, sbstate.indexCount, GL_UNSIGNED_SHORT, BUFFER_OFFSET(offset));
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}
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else
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gl.drawArrays(glmode, 0, sbstate.vertexCount);
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for (int i = 0; i < 2; i++)
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{
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if (usedsizes[i] > 0)
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sbstate.vb[i]->markUsed(usedsizes[i]);
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}
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if (usedsizes[2] > 0)
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sbstate.indexBuffer->markUsed(usedsizes[2]);
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popTransform();
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if (attribs & ATTRIB_CONSTANTCOLOR)
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gl.setConstantColor(nc);
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streamBufferState.vertexCount = 0;
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streamBufferState.indexCount = 0;
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}
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static void APIENTRY debugCB(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei /*len*/, const GLchar *msg, const GLvoid* /*usr*/)
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{
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// Human-readable strings for the debug info.
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const char *sourceStr = OpenGL::debugSourceString(source);
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const char *typeStr = OpenGL::debugTypeString(type);
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const char *severityStr = OpenGL::debugSeverityString(severity);
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const char *fmt = "OpenGL: %s [source=%s, type=%s, severity=%s, id=%d]\n";
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printf(fmt, msg, sourceStr, typeStr, severityStr, id);
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}
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void Graphics::setDebug(bool enable)
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{
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// Make sure debug output is supported. The AMD ext. is a bit different
|
|
// so we don't make use of it, since AMD drivers now support KHR_debug.
|
|
if (!(GLAD_VERSION_4_3 || GLAD_KHR_debug || GLAD_ARB_debug_output))
|
|
return;
|
|
|
|
// TODO: We don't support GL_KHR_debug in GLES yet.
|
|
if (GLAD_ES_VERSION_2_0)
|
|
return;
|
|
|
|
// Ugly hack to reduce code duplication.
|
|
if (GLAD_ARB_debug_output && !(GLAD_VERSION_4_3 || GLAD_KHR_debug))
|
|
{
|
|
fp_glDebugMessageCallback = (pfn_glDebugMessageCallback) fp_glDebugMessageCallbackARB;
|
|
fp_glDebugMessageControl = (pfn_glDebugMessageControl) fp_glDebugMessageControlARB;
|
|
}
|
|
|
|
if (!enable)
|
|
{
|
|
// Disable the debug callback function.
|
|
glDebugMessageCallback(nullptr, nullptr);
|
|
|
|
// We can disable debug output entirely with KHR_debug.
|
|
if (GLAD_VERSION_4_3 || GLAD_KHR_debug)
|
|
glDisable(GL_DEBUG_OUTPUT);
|
|
|
|
return;
|
|
}
|
|
|
|
// We don't want asynchronous debug output.
|
|
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
|
|
|
|
glDebugMessageCallback(debugCB, nullptr);
|
|
|
|
// Initially, enable everything.
|
|
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
|
|
|
|
// Disable messages about deprecated OpenGL functionality.
|
|
glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
|
|
glDebugMessageControl(GL_DEBUG_SOURCE_SHADER_COMPILER, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
|
|
|
|
if (GLAD_VERSION_4_3 || GLAD_KHR_debug)
|
|
glEnable(GL_DEBUG_OUTPUT);
|
|
|
|
::printf("OpenGL debug output enabled (LOVE_GRAPHICS_DEBUG=1)\n");
|
|
}
|
|
|
|
void Graphics::setCanvas(const std::vector<love::graphics::Canvas *> &canvases)
|
|
{
|
|
DisplayState &state = states.back();
|
|
int ncanvases = (int) canvases.size();
|
|
|
|
if (ncanvases == 0)
|
|
return setCanvas();
|
|
|
|
if (ncanvases == (int) state.canvases.size())
|
|
{
|
|
bool modified = false;
|
|
|
|
for (int i = 0; i < ncanvases; i++)
|
|
{
|
|
if (canvases[i] != state.canvases[i].get())
|
|
{
|
|
modified = true;
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (!modified)
|
|
return;
|
|
}
|
|
|
|
if (ncanvases > gl.getMaxRenderTargets())
|
|
throw love::Exception("This system can't simultaneously render to %d canvases.", ncanvases);
|
|
|
|
love::graphics::Canvas *firstcanvas = canvases[0];
|
|
|
|
bool multiformatsupported = Canvas::isMultiFormatMultiCanvasSupported();
|
|
PixelFormat firstformat = firstcanvas->getPixelFormat();
|
|
|
|
bool hasSRGBcanvas = firstformat == PIXELFORMAT_sRGBA8;
|
|
int pixelwidth = firstcanvas->getPixelWidth();
|
|
int pixelheight = firstcanvas->getPixelHeight();
|
|
|
|
for (int i = 1; i < ncanvases; i++)
|
|
{
|
|
love::graphics::Canvas *c = canvases[i];
|
|
|
|
if (c->getPixelWidth() != pixelwidth || c->getPixelHeight() != pixelheight)
|
|
throw love::Exception("All canvases in must have the same pixel dimensions.");
|
|
|
|
if (!multiformatsupported && c->getPixelFormat() != firstformat)
|
|
throw love::Exception("This system doesn't support multi-canvas rendering with different canvas formats.");
|
|
|
|
if (c->getRequestedMSAA() != firstcanvas->getRequestedMSAA())
|
|
throw love::Exception("All Canvases in must have the same requested MSAA value.");
|
|
|
|
if (c->getPixelFormat() == PIXELFORMAT_sRGBA8)
|
|
hasSRGBcanvas = true;
|
|
}
|
|
|
|
OpenGL::TempDebugGroup debuggroup("setCanvas(...)");
|
|
|
|
endPass();
|
|
|
|
bindCachedFBO(canvases);
|
|
|
|
gl.setViewport({0, 0, pixelwidth, pixelheight});
|
|
|
|
// Re-apply the scissor if it was active, since the rectangle passed to
|
|
// glScissor is affected by the viewport dimensions.
|
|
if (state.scissor)
|
|
setScissor(state.scissorRect);
|
|
|
|
int w = firstcanvas->getWidth();
|
|
int h = firstcanvas->getHeight();
|
|
projectionMatrix = Matrix4::ortho(0.0, (float) w, 0.0, (float) h);
|
|
|
|
// Make sure the correct sRGB setting is used when drawing to the canvases.
|
|
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
|
|
{
|
|
if (hasSRGBcanvas && !gl.hasFramebufferSRGB())
|
|
gl.setFramebufferSRGB(true);
|
|
else if (!hasSRGBcanvas && gl.hasFramebufferSRGB())
|
|
gl.setFramebufferSRGB(false);
|
|
}
|
|
|
|
std::vector<StrongRef<love::graphics::Canvas>> canvasrefs;
|
|
canvasrefs.reserve(canvases.size());
|
|
|
|
for (love::graphics::Canvas *c : canvases)
|
|
canvasrefs.push_back(c);
|
|
|
|
std::swap(state.canvases, canvasrefs);
|
|
|
|
canvasSwitchCount++;
|
|
}
|
|
|
|
void Graphics::setCanvas()
|
|
{
|
|
DisplayState &state = states.back();
|
|
|
|
if (state.canvases.empty())
|
|
return;
|
|
|
|
OpenGL::TempDebugGroup debuggroup("setCanvas()");
|
|
|
|
endPass();
|
|
|
|
state.canvases.clear();
|
|
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO());
|
|
|
|
gl.setViewport({0, 0, pixelWidth, pixelHeight});
|
|
|
|
// Re-apply the scissor if it was active, since the rectangle passed to
|
|
// glScissor is affected by the viewport dimensions.
|
|
if (state.scissor)
|
|
setScissor(state.scissorRect);
|
|
|
|
// The projection matrix is flipped compared to rendering to a canvas, due
|
|
// to OpenGL considering (0,0) bottom-left instead of top-left.
|
|
projectionMatrix = Matrix4::ortho(0.0, (float) width, (float) height, 0.0);
|
|
|
|
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
|
|
{
|
|
if (isGammaCorrect() && !gl.hasFramebufferSRGB())
|
|
gl.setFramebufferSRGB(true);
|
|
else if (!isGammaCorrect() && gl.hasFramebufferSRGB())
|
|
gl.setFramebufferSRGB(false);
|
|
}
|
|
|
|
canvasSwitchCount++;
|
|
}
|
|
|
|
void Graphics::endPass()
|
|
{
|
|
flushStreamDraws();
|
|
|
|
// Discard the stencil buffer.
|
|
discard({}, true);
|
|
|
|
auto &canvases = states.back().canvases;
|
|
|
|
// Resolve MSAA buffers.
|
|
if (canvases.size() > 0 && canvases[0]->getMSAA() > 1)
|
|
{
|
|
int w = canvases[0]->getPixelWidth();
|
|
int h = canvases[0]->getPixelHeight();
|
|
|
|
for (int i = 0; i < (int) canvases.size(); i++)
|
|
{
|
|
Canvas *c = (Canvas *) canvases[i].get();
|
|
|
|
glReadBuffer(GL_COLOR_ATTACHMENT0 + i);
|
|
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, c->getFBO());
|
|
|
|
if (GLAD_APPLE_framebuffer_multisample)
|
|
glResolveMultisampleFramebufferAPPLE();
|
|
else
|
|
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
}
|
|
}
|
|
}
|
|
|
|
void Graphics::clear(Colorf c)
|
|
{
|
|
flushStreamDraws();
|
|
|
|
gammaCorrectColor(c);
|
|
glClearColor(c.r, c.g, c.b, c.a);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current)
|
|
{
|
|
// This seems to be enough to fix the bug for me. Other methods I've
|
|
// tried (e.g. dummy draws) don't work in all cases.
|
|
gl.useProgram(0);
|
|
gl.useProgram((GLuint) Shader::current->getHandle());
|
|
}
|
|
}
|
|
|
|
void Graphics::clear(const std::vector<OptionalColorf> &colors)
|
|
{
|
|
if (colors.size() == 0)
|
|
return;
|
|
|
|
int ncanvases = (int) states.back().canvases.size();
|
|
int ncolors = std::min((int) colors.size(), ncanvases);
|
|
|
|
if (ncolors <= 1 && ncanvases <= 1)
|
|
{
|
|
if (colors[0].enabled)
|
|
clear(colors[0].c);
|
|
|
|
return;
|
|
}
|
|
|
|
flushStreamDraws();
|
|
|
|
bool drawbuffersmodified = false;
|
|
|
|
for (int i = 0; i < ncolors; i++)
|
|
{
|
|
if (!colors[i].enabled)
|
|
continue;
|
|
|
|
Colorf c = colors[i].c;
|
|
gammaCorrectColor(c);
|
|
|
|
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0)
|
|
{
|
|
const GLfloat carray[] = {c.r, c.g, c.b, c.a};
|
|
glClearBufferfv(GL_COLOR, i, carray);
|
|
}
|
|
else
|
|
{
|
|
glDrawBuffer(GL_COLOR_ATTACHMENT0 + i);
|
|
glClearColor(c.r, c.g, c.b, c.a);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
|
|
drawbuffersmodified = true;
|
|
}
|
|
}
|
|
|
|
// Revert to the expected draw buffers once we're done, if glClearBuffer
|
|
// wasn't supported.
|
|
if (drawbuffersmodified)
|
|
{
|
|
GLenum bufs[MAX_COLOR_RENDER_TARGETS];
|
|
|
|
for (int i = 0; i < ncanvases; i++)
|
|
bufs[i] = GL_COLOR_ATTACHMENT0 + i;
|
|
|
|
glDrawBuffers(ncanvases, bufs);
|
|
}
|
|
|
|
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current)
|
|
{
|
|
// This seems to be enough to fix the bug for me. Other methods I've
|
|
// tried (e.g. dummy draws) don't work in all cases.
|
|
gl.useProgram(0);
|
|
gl.useProgram((GLuint) Shader::current->getHandle());
|
|
}
|
|
}
|
|
|
|
void Graphics::discard(const std::vector<bool> &colorbuffers, bool depthstencil)
|
|
{
|
|
flushStreamDraws();
|
|
discard(OpenGL::FRAMEBUFFER_ALL, colorbuffers, depthstencil);
|
|
}
|
|
|
|
void Graphics::discard(OpenGL::FramebufferTarget target, const std::vector<bool> &colorbuffers, bool depthstencil)
|
|
{
|
|
if (!(GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0 || GLAD_EXT_discard_framebuffer))
|
|
return;
|
|
|
|
GLenum gltarget = GL_FRAMEBUFFER;
|
|
if (target == OpenGL::FRAMEBUFFER_READ)
|
|
gltarget = GL_READ_FRAMEBUFFER;
|
|
else if (target == OpenGL::FRAMEBUFFER_DRAW)
|
|
gltarget = GL_DRAW_FRAMEBUFFER;
|
|
|
|
std::vector<GLenum> attachments;
|
|
attachments.reserve(colorbuffers.size());
|
|
|
|
// glDiscardFramebuffer uses different attachment enums for the default FBO.
|
|
if (states.back().canvases.empty() && gl.getDefaultFBO() == 0)
|
|
{
|
|
if (colorbuffers.size() > 0 && colorbuffers[0])
|
|
attachments.push_back(GL_COLOR);
|
|
|
|
if (depthstencil)
|
|
{
|
|
attachments.push_back(GL_STENCIL);
|
|
attachments.push_back(GL_DEPTH);
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int rendertargetcount = std::max((int) states.back().canvases.size(), 1);
|
|
|
|
for (int i = 0; i < (int) colorbuffers.size(); i++)
|
|
{
|
|
if (colorbuffers[i] && i < rendertargetcount)
|
|
attachments.push_back(GL_COLOR_ATTACHMENT0 + i);
|
|
}
|
|
|
|
if (depthstencil)
|
|
{
|
|
attachments.push_back(GL_STENCIL_ATTACHMENT);
|
|
attachments.push_back(GL_DEPTH_ATTACHMENT);
|
|
}
|
|
}
|
|
|
|
// Hint for the driver that it doesn't need to save these buffers.
|
|
if (GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0)
|
|
glInvalidateFramebuffer(gltarget, (GLint) attachments.size(), &attachments[0]);
|
|
else if (GLAD_EXT_discard_framebuffer)
|
|
glDiscardFramebufferEXT(gltarget, (GLint) attachments.size(), &attachments[0]);
|
|
}
|
|
|
|
void Graphics::bindCachedFBO(const std::vector<love::graphics::Canvas *> &canvases)
|
|
{
|
|
int ncanvases = (int) canvases.size();
|
|
|
|
uint32 hash = XXH32(&canvases[0], sizeof(love::graphics::Canvas *) * ncanvases, 0);
|
|
|
|
GLuint fbo = framebufferObjects[hash];
|
|
|
|
if (fbo != 0)
|
|
{
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
|
|
}
|
|
else
|
|
{
|
|
int w = canvases[0]->getPixelWidth();
|
|
int h = canvases[0]->getPixelHeight();
|
|
int msaa = std::max(canvases[0]->getMSAA(), 1);
|
|
|
|
glGenFramebuffers(1, &fbo);
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo);
|
|
|
|
GLenum drawbuffers[MAX_COLOR_RENDER_TARGETS];
|
|
|
|
for (int i = 0; i < ncanvases; i++)
|
|
{
|
|
drawbuffers[i] = GL_COLOR_ATTACHMENT0 + i;
|
|
|
|
if (msaa > 1)
|
|
{
|
|
GLuint rbo = (GLuint) canvases[i]->getMSAAHandle();
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, drawbuffers[i], GL_RENDERBUFFER, rbo);
|
|
}
|
|
else
|
|
{
|
|
GLuint tex = (GLuint) canvases[i]->getHandle();
|
|
glFramebufferTexture2D(GL_FRAMEBUFFER, drawbuffers[i], GL_TEXTURE_2D, tex, 0);
|
|
}
|
|
}
|
|
|
|
if (ncanvases > 1)
|
|
glDrawBuffers(ncanvases, drawbuffers);
|
|
|
|
GLuint stencil = attachCachedStencilBuffer(w, h, canvases[0]->getRequestedMSAA());
|
|
|
|
if (stencil == 0)
|
|
{
|
|
gl.deleteFramebuffer(fbo);
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO());
|
|
throw love::Exception("Could not create stencil buffer!");
|
|
}
|
|
|
|
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
|
|
|
|
if (status != GL_FRAMEBUFFER_COMPLETE)
|
|
{
|
|
gl.deleteFramebuffer(fbo);
|
|
const char *sstr = OpenGL::framebufferStatusString(status);
|
|
throw love::Exception("Could not create Framebuffer Object! %s", sstr);
|
|
}
|
|
|
|
framebufferObjects[hash] = fbo;
|
|
}
|
|
}
|
|
|
|
GLuint Graphics::attachCachedStencilBuffer(int w, int h, int samples)
|
|
{
|
|
samples = samples == 1 ? 0 : samples;
|
|
|
|
for (const CachedRenderbuffer &rb : stencilBuffers)
|
|
{
|
|
if (rb.w == w && rb.h == h && rb.samples == samples)
|
|
{
|
|
// Attach the buffer to the framebuffer object.
|
|
for (GLenum attachment : rb.attachments)
|
|
{
|
|
if (attachment != GL_NONE)
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, rb.renderbuffer);
|
|
}
|
|
|
|
return rb.renderbuffer;
|
|
}
|
|
}
|
|
|
|
OpenGL::TempDebugGroup debuggroup("Create cached stencil buffer");
|
|
|
|
CachedRenderbuffer rb;
|
|
rb.w = w;
|
|
rb.h = h;
|
|
rb.samples = samples;
|
|
|
|
rb.attachments[0] = GL_STENCIL_ATTACHMENT;
|
|
rb.attachments[1] = GL_NONE;
|
|
|
|
GLenum format = GL_STENCIL_INDEX8;
|
|
|
|
// Prefer a combined depth/stencil buffer.
|
|
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object)
|
|
{
|
|
format = GL_DEPTH24_STENCIL8;
|
|
rb.attachments[0] = GL_DEPTH_STENCIL_ATTACHMENT;
|
|
}
|
|
else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil)
|
|
{
|
|
format = GL_DEPTH24_STENCIL8;
|
|
rb.attachments[0] = GL_DEPTH_ATTACHMENT;
|
|
rb.attachments[1] = GL_STENCIL_ATTACHMENT;
|
|
}
|
|
|
|
glGenRenderbuffers(1, &rb.renderbuffer);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, rb.renderbuffer);
|
|
|
|
if (rb.samples > 1)
|
|
glRenderbufferStorageMultisample(GL_RENDERBUFFER, rb.samples, format, rb.w, rb.h);
|
|
else
|
|
glRenderbufferStorage(GL_RENDERBUFFER, format, rb.w, rb.h);
|
|
|
|
// Attach the buffer to the framebuffer object.
|
|
for (GLenum attachment : rb.attachments)
|
|
{
|
|
if (attachment != GL_NONE)
|
|
glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, rb.renderbuffer);
|
|
}
|
|
|
|
glBindRenderbuffer(GL_RENDERBUFFER, 0);
|
|
|
|
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
|
|
{
|
|
glDeleteRenderbuffers(1, &rb.renderbuffer);
|
|
rb.renderbuffer = 0;
|
|
}
|
|
|
|
if (rb.renderbuffer != 0)
|
|
{
|
|
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
stencilBuffers.push_back(rb);
|
|
}
|
|
|
|
return rb.renderbuffer;
|
|
}
|
|
|
|
void Graphics::present(void *screenshotCallbackData)
|
|
{
|
|
if (!isActive())
|
|
return;
|
|
|
|
if (!states.back().canvases.empty())
|
|
throw love::Exception("present cannot be called while a Canvas is active.");
|
|
|
|
endPass();
|
|
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO());
|
|
|
|
if (!pendingScreenshotCallbacks.empty())
|
|
{
|
|
int w = getPixelWidth();
|
|
int h = getPixelHeight();
|
|
|
|
size_t row = 4 * w;
|
|
size_t size = row * h;
|
|
|
|
GLubyte *pixels = nullptr;
|
|
GLubyte *screenshot = nullptr;
|
|
|
|
try
|
|
{
|
|
pixels = new GLubyte[size];
|
|
screenshot = new GLubyte[size];
|
|
}
|
|
catch (std::exception &)
|
|
{
|
|
delete[] pixels;
|
|
delete[] screenshot;
|
|
throw love::Exception("Out of memory.");
|
|
}
|
|
|
|
#ifdef LOVE_IOS
|
|
SDL_SysWMinfo info = {};
|
|
SDL_VERSION(&info.version);
|
|
SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
|
|
|
|
if (info.info.uikit.resolveFramebuffer != 0)
|
|
{
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, info.info.uikit.resolveFramebuffer);
|
|
|
|
// We need to do an explicit MSAA resolve on iOS, because it uses GLES
|
|
// FBOs rather than a system framebuffer.
|
|
if (GLAD_ES_VERSION_3_0)
|
|
glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST);
|
|
else if (GLAD_APPLE_framebuffer_multisample)
|
|
glResolveMultisampleFramebufferAPPLE();
|
|
|
|
gl.bindFramebuffer(OpenGL::FRAMEBUFFER_READ, info.info.uikit.resolveFramebuffer);
|
|
}
|
|
#endif
|
|
|
|
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
// Replace alpha values with full opacity.
|
|
for (size_t 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;
|
|
GLubyte *dst = screenshot + size;
|
|
|
|
for (int i = 0; i < h; ++i)
|
|
memcpy(dst-=row, src+=row, row);
|
|
|
|
delete[] pixels;
|
|
|
|
auto imagemodule = Module::getInstance<love::image::Image>(M_IMAGE);
|
|
|
|
for (int i = 0; i < (int) pendingScreenshotCallbacks.size(); i++)
|
|
{
|
|
const auto &info = pendingScreenshotCallbacks[i];
|
|
image::ImageData *img = nullptr;
|
|
|
|
try
|
|
{
|
|
img = imagemodule->newImageData(w, h, PIXELFORMAT_RGBA8, screenshot);
|
|
}
|
|
catch (love::Exception &)
|
|
{
|
|
delete[] screenshot;
|
|
info.callback(nullptr, info.ref, nullptr);
|
|
for (int j = i + 1; j < (int) pendingScreenshotCallbacks.size(); j++)
|
|
{
|
|
const auto &ninfo = pendingScreenshotCallbacks[j];
|
|
ninfo.callback(nullptr, ninfo.ref, nullptr);
|
|
}
|
|
pendingScreenshotCallbacks.clear();
|
|
throw;
|
|
}
|
|
|
|
info.callback(img, info.ref, screenshotCallbackData);
|
|
img->release();
|
|
}
|
|
|
|
delete[] screenshot;
|
|
pendingScreenshotCallbacks.clear();
|
|
}
|
|
|
|
#ifdef LOVE_IOS
|
|
// Hack: SDL's color renderbuffer must be bound when swapBuffers is called.
|
|
SDL_SysWMinfo info = {};
|
|
SDL_VERSION(&info.version);
|
|
SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
|
|
glBindRenderbuffer(GL_RENDERBUFFER, info.info.uikit.colorbuffer);
|
|
#endif
|
|
|
|
auto window = getInstance<love::window::Window>(M_WINDOW);
|
|
if (window != nullptr)
|
|
window->swapBuffers();
|
|
|
|
// Reset the per-frame stat counts.
|
|
gl.stats.drawCalls = 0;
|
|
gl.stats.shaderSwitches = 0;
|
|
canvasSwitchCount = 0;
|
|
}
|
|
|
|
void Graphics::setScissor(const Rect &rect)
|
|
{
|
|
flushStreamDraws();
|
|
|
|
DisplayState &state = states.back();
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
|
|
double density = getCurrentPixelDensity();
|
|
|
|
Rect glrect;
|
|
glrect.x = (int) (rect.x * density);
|
|
glrect.y = (int) (rect.y * density);
|
|
glrect.w = (int) (rect.w * density);
|
|
glrect.h = (int) (rect.h * density);
|
|
|
|
// OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor.
|
|
gl.setScissor(glrect, !state.canvases.empty());
|
|
|
|
state.scissor = true;
|
|
state.scissorRect = rect;
|
|
}
|
|
|
|
void Graphics::setScissor()
|
|
{
|
|
if (states.back().scissor)
|
|
flushStreamDraws();
|
|
|
|
states.back().scissor = false;
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
void Graphics::drawToStencilBuffer(StencilAction action, int value)
|
|
{
|
|
if (states.back().canvases.empty() && !windowHasStencil)
|
|
throw love::Exception("The window must have stenciling enabled to draw to the main screen's stencil buffer.");
|
|
|
|
flushStreamDraws();
|
|
|
|
writingToStencil = true;
|
|
|
|
// Disable color writes but don't save the state for it.
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
|
GLenum glaction = GL_REPLACE;
|
|
|
|
switch (action)
|
|
{
|
|
case STENCIL_REPLACE:
|
|
default:
|
|
glaction = GL_REPLACE;
|
|
break;
|
|
case STENCIL_INCREMENT:
|
|
glaction = GL_INCR;
|
|
break;
|
|
case STENCIL_DECREMENT:
|
|
glaction = GL_DECR;
|
|
break;
|
|
case STENCIL_INCREMENT_WRAP:
|
|
glaction = GL_INCR_WRAP;
|
|
break;
|
|
case STENCIL_DECREMENT_WRAP:
|
|
glaction = GL_DECR_WRAP;
|
|
break;
|
|
case STENCIL_INVERT:
|
|
glaction = GL_INVERT;
|
|
break;
|
|
}
|
|
|
|
// The stencil test must be enabled in order to write to the stencil buffer.
|
|
glEnable(GL_STENCIL_TEST);
|
|
glStencilFunc(GL_ALWAYS, value, 0xFFFFFFFF);
|
|
glStencilOp(GL_KEEP, GL_KEEP, glaction);
|
|
}
|
|
|
|
void Graphics::stopDrawToStencilBuffer()
|
|
{
|
|
if (!writingToStencil)
|
|
return;
|
|
|
|
flushStreamDraws();
|
|
|
|
writingToStencil = false;
|
|
|
|
const DisplayState &state = states.back();
|
|
|
|
// Revert the color write mask.
|
|
setColorMask(state.colorMask);
|
|
|
|
// Use the user-set stencil test state when writes are disabled.
|
|
setStencilTest(state.stencilCompare, state.stencilTestValue);
|
|
}
|
|
|
|
void Graphics::setStencilTest(CompareMode compare, int value)
|
|
{
|
|
if (compare != COMPARE_ALWAYS && states.back().canvases.empty() && !windowHasStencil)
|
|
throw love::Exception("The window must have stenciling enabled to use setStencilTest on the main screen.");
|
|
|
|
DisplayState &state = states.back();
|
|
|
|
if (state.stencilCompare != compare || state.stencilTestValue != value)
|
|
flushStreamDraws();
|
|
|
|
state.stencilCompare = compare;
|
|
state.stencilTestValue = value;
|
|
|
|
if (writingToStencil)
|
|
return;
|
|
|
|
if (compare == COMPARE_ALWAYS)
|
|
{
|
|
glDisable(GL_STENCIL_TEST);
|
|
return;
|
|
}
|
|
|
|
GLenum glcompare = GL_EQUAL;
|
|
|
|
/**
|
|
* Q: Why are some of the compare modes inverted (e.g. COMPARE_LESS becomes
|
|
* GL_GREATER)?
|
|
*
|
|
* A: OpenGL / GPUs do the comparison in the opposite way that makes sense
|
|
* for this API. For example, if the compare function is GL_GREATER then the
|
|
* stencil test will pass if the reference value is greater than the value
|
|
* in the stencil buffer. With our API it's more intuitive to assume that
|
|
* setStencilTest(COMPARE_GREATER, 4) will make it pass if the stencil
|
|
* buffer has a value greater than 4.
|
|
**/
|
|
|
|
switch (compare)
|
|
{
|
|
case COMPARE_LESS:
|
|
glcompare = GL_GREATER;
|
|
break;
|
|
case COMPARE_LEQUAL:
|
|
glcompare = GL_GEQUAL;
|
|
break;
|
|
case COMPARE_EQUAL:
|
|
default:
|
|
glcompare = GL_EQUAL;
|
|
break;
|
|
case COMPARE_GEQUAL:
|
|
glcompare = GL_LEQUAL;
|
|
break;
|
|
case COMPARE_GREATER:
|
|
glcompare = GL_LESS;
|
|
break;
|
|
case COMPARE_NOTEQUAL:
|
|
glcompare = GL_NOTEQUAL;
|
|
break;
|
|
case COMPARE_ALWAYS:
|
|
glcompare = GL_ALWAYS;
|
|
break;
|
|
}
|
|
|
|
glEnable(GL_STENCIL_TEST);
|
|
glStencilFunc(glcompare, value, 0xFFFFFFFF);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
}
|
|
|
|
void Graphics::setStencilTest()
|
|
{
|
|
setStencilTest(COMPARE_ALWAYS, 0);
|
|
}
|
|
|
|
void Graphics::clearStencil()
|
|
{
|
|
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
void Graphics::setColor(Colorf c)
|
|
{
|
|
c.r = std::min(std::max(c.r, 0.0f), 1.0f);
|
|
c.g = std::min(std::max(c.g, 0.0f), 1.0f);
|
|
c.b = std::min(std::max(c.b, 0.0f), 1.0f);
|
|
c.a = std::min(std::max(c.a, 0.0f), 1.0f);
|
|
|
|
gl.setConstantColor(c);
|
|
|
|
states.back().color = c;
|
|
}
|
|
|
|
void Graphics::setColorMask(ColorMask mask)
|
|
{
|
|
flushStreamDraws();
|
|
|
|
glColorMask(mask.r, mask.g, mask.b, mask.a);
|
|
states.back().colorMask = mask;
|
|
}
|
|
|
|
void Graphics::setBlendMode(BlendMode mode, BlendAlpha alphamode)
|
|
{
|
|
if (mode != states.back().blendMode || alphamode != states.back().blendAlphaMode)
|
|
flushStreamDraws();
|
|
|
|
GLenum func = GL_FUNC_ADD;
|
|
GLenum srcRGB = GL_ONE;
|
|
GLenum srcA = GL_ONE;
|
|
GLenum dstRGB = GL_ZERO;
|
|
GLenum dstA = GL_ZERO;
|
|
|
|
if (mode == BLEND_LIGHTEN || mode == BLEND_DARKEN)
|
|
{
|
|
if (!isSupported(FEATURE_LIGHTEN))
|
|
throw love::Exception("The 'lighten' and 'darken' blend modes are not supported on this system.");
|
|
}
|
|
|
|
if (alphamode != BLENDALPHA_PREMULTIPLIED)
|
|
{
|
|
const char *modestr = "unknown";
|
|
switch (mode)
|
|
{
|
|
case BLEND_LIGHTEN:
|
|
case BLEND_DARKEN:
|
|
case BLEND_MULTIPLY:
|
|
getConstant(mode, modestr);
|
|
throw love::Exception("The '%s' blend mode must be used with premultiplied alpha.", modestr);
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
switch (mode)
|
|
{
|
|
case BLEND_ALPHA:
|
|
srcRGB = srcA = GL_ONE;
|
|
dstRGB = dstA = GL_ONE_MINUS_SRC_ALPHA;
|
|
break;
|
|
case BLEND_MULTIPLY:
|
|
srcRGB = srcA = GL_DST_COLOR;
|
|
dstRGB = dstA = GL_ZERO;
|
|
break;
|
|
case BLEND_SUBTRACT:
|
|
func = GL_FUNC_REVERSE_SUBTRACT;
|
|
case BLEND_ADD:
|
|
srcRGB = GL_ONE;
|
|
srcA = GL_ZERO;
|
|
dstRGB = dstA = GL_ONE;
|
|
break;
|
|
case BLEND_LIGHTEN:
|
|
func = GL_MAX;
|
|
break;
|
|
case BLEND_DARKEN:
|
|
func = GL_MIN;
|
|
break;
|
|
case BLEND_SCREEN:
|
|
srcRGB = srcA = GL_ONE;
|
|
dstRGB = dstA = GL_ONE_MINUS_SRC_COLOR;
|
|
break;
|
|
case BLEND_REPLACE:
|
|
case BLEND_NONE:
|
|
default:
|
|
srcRGB = srcA = GL_ONE;
|
|
dstRGB = dstA = GL_ZERO;
|
|
break;
|
|
}
|
|
|
|
// We can only do alpha-multiplication when srcRGB would have been unmodified.
|
|
if (srcRGB == GL_ONE && alphamode == BLENDALPHA_MULTIPLY && mode != BLEND_NONE)
|
|
srcRGB = GL_SRC_ALPHA;
|
|
|
|
glBlendEquation(func);
|
|
glBlendFuncSeparate(srcRGB, dstRGB, srcA, dstA);
|
|
|
|
states.back().blendMode = mode;
|
|
states.back().blendAlphaMode = alphamode;
|
|
}
|
|
|
|
void Graphics::setPointSize(float size)
|
|
{
|
|
if (streamBufferState.primitiveMode == vertex::PrimitiveMode::POINTS)
|
|
flushStreamDraws();
|
|
|
|
gl.setPointSize(size * getCurrentPixelDensity());
|
|
states.back().pointSize = size;
|
|
}
|
|
|
|
void Graphics::setWireframe(bool enable)
|
|
{
|
|
// Not supported in OpenGL ES.
|
|
if (GLAD_ES_VERSION_2_0)
|
|
return;
|
|
|
|
flushStreamDraws();
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL);
|
|
states.back().wireframe = enable;
|
|
}
|
|
|
|
Graphics::Renderer Graphics::getRenderer() const
|
|
{
|
|
return GLAD_ES_VERSION_2_0 ? RENDERER_OPENGLES : RENDERER_OPENGL;
|
|
}
|
|
|
|
Graphics::RendererInfo Graphics::getRendererInfo() const
|
|
{
|
|
RendererInfo info;
|
|
|
|
if (GLAD_ES_VERSION_2_0)
|
|
info.name = "OpenGL ES";
|
|
else
|
|
info.name = "OpenGL";
|
|
|
|
const char *str = (const char *) glGetString(GL_VERSION);
|
|
if (str)
|
|
info.version = str;
|
|
else
|
|
throw love::Exception("Cannot retrieve renderer version information.");
|
|
|
|
str = (const char *) glGetString(GL_VENDOR);
|
|
if (str)
|
|
info.vendor = str;
|
|
else
|
|
throw love::Exception("Cannot retrieve renderer vendor information.");
|
|
|
|
str = (const char *) glGetString(GL_RENDERER);
|
|
if (str)
|
|
info.device = str;
|
|
else
|
|
throw love::Exception("Cannot retrieve renderer device information.");
|
|
|
|
return info;
|
|
}
|
|
|
|
Graphics::Stats Graphics::getStats() const
|
|
{
|
|
int drawcalls = gl.stats.drawCalls;
|
|
|
|
if (streamBufferState.vertexCount > 0)
|
|
drawcalls++;
|
|
|
|
Stats stats;
|
|
|
|
stats.drawCalls = drawcalls;
|
|
stats.canvasSwitches = canvasSwitchCount;
|
|
stats.shaderSwitches = gl.stats.shaderSwitches;
|
|
stats.canvases = Canvas::canvasCount;
|
|
stats.images = Image::imageCount;
|
|
stats.fonts = Font::fontCount;
|
|
stats.textureMemory = gl.stats.textureMemory;
|
|
|
|
return stats;
|
|
}
|
|
|
|
double Graphics::getSystemLimit(SystemLimit limittype) const
|
|
{
|
|
switch (limittype)
|
|
{
|
|
case Graphics::LIMIT_POINT_SIZE:
|
|
return (double) gl.getMaxPointSize();
|
|
case Graphics::LIMIT_TEXTURE_SIZE:
|
|
return (double) gl.getMaxTextureSize();
|
|
case Graphics::LIMIT_MULTI_CANVAS:
|
|
return (double) gl.getMaxRenderTargets();
|
|
case Graphics::LIMIT_CANVAS_MSAA:
|
|
return (double) gl.getMaxRenderbufferSamples();
|
|
case Graphics::LIMIT_ANISOTROPY:
|
|
return (double) gl.getMaxAnisotropy();
|
|
default:
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
bool Graphics::isSupported(Feature feature) const
|
|
{
|
|
switch (feature)
|
|
{
|
|
case FEATURE_MULTI_CANVAS_FORMATS:
|
|
return Canvas::isMultiFormatMultiCanvasSupported();
|
|
case FEATURE_CLAMP_ZERO:
|
|
return gl.isClampZeroTextureWrapSupported();
|
|
case FEATURE_LIGHTEN:
|
|
return GLAD_VERSION_1_4 || GLAD_ES_VERSION_3_0 || GLAD_EXT_blend_minmax;
|
|
case FEATURE_FULL_NPOT:
|
|
return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot;
|
|
case FEATURE_PIXEL_SHADER_HIGHP:
|
|
return gl.isPixelShaderHighpSupported();
|
|
case FEATURE_GLSL3:
|
|
return GLAD_ES_VERSION_3_0 || gl.isCoreProfile();
|
|
case FEATURE_INSTANCING:
|
|
return gl.isInstancingSupported();
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
bool Graphics::isCanvasFormatSupported(PixelFormat format) const
|
|
{
|
|
return Canvas::isFormatSupported(format);
|
|
}
|
|
|
|
bool Graphics::isImageFormatSupported(PixelFormat format) const
|
|
{
|
|
return Image::isFormatSupported(format);
|
|
}
|
|
|
|
Shader::Language Graphics::getShaderLanguageTarget() const
|
|
{
|
|
if (gl.isCoreProfile())
|
|
return Shader::LANGUAGE_GLSL3;
|
|
else if (GLAD_ES_VERSION_3_0)
|
|
return Shader::LANGUAGE_GLSLES3;
|
|
else if (GLAD_ES_VERSION_2_0)
|
|
return Shader::LANGUAGE_GLSLES1;
|
|
else
|
|
return Shader::LANGUAGE_GLSL1;
|
|
}
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|