Files
love/src/modules/graphics/opengl/OpenGL.cpp
T

171 lines
4.2 KiB
C++

/**
* 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 <vector>
#include "OpenGL.h"
#include "common/Exception.h"
namespace love
{
namespace graphics
{
namespace opengl
{
static bool contextInitialized = false;
static int curTextureUnitIndex = 0;
static std::vector<GLuint> textureUnits;
void initializeContext()
{
if (contextInitialized)
return;
contextInitialized = true;
// initialize multiple texture unit support, if available
if (GLEE_ARB_multitexture || GLEE_VERSION_1_3)
{
GLint maxtextureunits;
glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxtextureunits);
// shaders/GL2.0 added "Texture Image Units." Total max texture units is the greater of the two
if (GLEE_VERSION_2_0 || GLEE_ARB_vertex_shader)
{
GLint maxtextureimageunits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureimageunits);
if (maxtextureimageunits > maxtextureunits)
maxtextureunits = maxtextureimageunits;
}
textureUnits.clear();
textureUnits.resize(maxtextureunits, 0);
GLenum activetextureunit;
glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *)&activetextureunit);
curTextureUnitIndex = activetextureunit - GL_TEXTURE0;
for (size_t i = 0; i < textureUnits.size(); ++i)
{
if (GLEE_VERSION_1_3)
glActiveTexture(GL_TEXTURE0 + i);
else
glActiveTextureARB(GL_TEXTURE0 + i);
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &textureUnits[i]);
}
if (GLEE_VERSION_1_3)
glActiveTexture(activetextureunit);
else
glActiveTextureARB(activetextureunit);
}
else
{
// multitexturing not supported so we only have 1 texture unit
textureUnits.clear();
textureUnits.resize(1, 0);
curTextureUnitIndex = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &textureUnits[0]);
}
}
void uninitializeContext()
{
contextInitialized = false;
}
void setActiveTextureUnit(GLenum textureunit)
{
initializeContext();
int textureunitindex = textureunit - GL_TEXTURE0;
if (textureunitindex < 0 || (size_t) textureunitindex >= textureUnits.size())
throw love::Exception("Invalid texture unit index.");
if (textureunitindex != curTextureUnitIndex)
{
if (GLEE_VERSION_1_3)
glActiveTexture(textureunit);
else if (GLEE_ARB_multitexture)
glActiveTextureARB(textureunit);
else
throw love::Exception("Multitexturing not supported.");
}
curTextureUnitIndex = textureunitindex;
}
void bindTexture(GLuint texture)
{
initializeContext();
if (texture != textureUnits[curTextureUnitIndex])
{
textureUnits[curTextureUnitIndex] = texture;
glBindTexture(GL_TEXTURE_2D, texture);
}
}
void bindTextureToUnit(GLuint texture, GLenum textureunit, bool restoreprev)
{
initializeContext();
int textureunitindex = textureunit - GL_TEXTURE0;
if (textureunitindex < 0 || (size_t) textureunitindex >= textureUnits.size())
throw love::Exception("Invalid texture unit index.");
if (texture != textureUnits[textureunitindex])
{
int oldtexunitindex = curTextureUnitIndex;
setActiveTextureUnit(textureunit);
textureUnits[textureunitindex] = texture;
glBindTexture(GL_TEXTURE_2D, texture);
if (restoreprev)
setActiveTextureUnit(GL_TEXTURE0 + oldtexunitindex);
}
}
void deleteTexture(GLuint texture)
{
initializeContext();
std::vector<GLuint>::iterator it;
for (it = textureUnits.begin(); it != textureUnits.end(); ++it)
{
if (*it == texture)
*it = 0;
}
glDeleteTextures(1, &texture);
}
} // opengl
} // graphics
} // love