Files
love/src/modules/graphics/opengl/Graphics.cpp
T
vrld aa5eb4380d Add Color class.
--HG--
branch : minor
2011-04-06 21:20:32 +02:00

1010 lines
25 KiB
C++

/**
* Copyright (c) 2006-2011 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 <vector>
#include <sstream>
#include <algorithm>
#include <iterator>
namespace love
{
namespace graphics
{
namespace opengl
{
Graphics::Graphics()
: currentFont(0), lineWidth(1)
{
// Indicates that there is no screen
// created yet.
currentMode.width = 0;
currentMode.height = 0;
currentMode.fullscreen = 0;
// Window should be centered.
SDL_putenv(const_cast<char *>("SDL_VIDEO_CENTERED=center"));
if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
throw Exception(SDL_GetError());
}
Graphics::~Graphics()
{
if(currentFont != 0)
currentFont->release();
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
const char * Graphics::getName() const
{
return "love.graphics.opengl";
}
bool Graphics::checkMode(int width, int height, bool fullscreen)
{
Uint32 sdlflags = fullscreen ? (SDL_OPENGL | SDL_FULLSCREEN) : SDL_OPENGL;
// Check if mode is supported
int bpp = SDL_VideoModeOK(width, height, 32, sdlflags);
return (bpp >= 16);
}
DisplayState Graphics::saveState()
{
DisplayState s;
//create a table in which to store the color data in float format, before converting it
float color[4];
//get the color
glGetFloatv(GL_CURRENT_COLOR, color);
s.color.set( (color[0]*255.0f), (color[1]*255.0f), (color[2]*255.0f), (color[3]*255.0f) );
//get the background color
glGetFloatv(GL_COLOR_CLEAR_VALUE, color);
s.backgroundColor.set( color[0]*255.0f, color[1]*255.0f, color[2]*255.0f, color[3]*255.0f );
//store modes here
GLint mode;
//get blend mode
glGetIntegerv(GL_BLEND_DST, &mode);
//following syntax seems better than if-else every time
s.blendMode = (mode == GL_ONE) ? Graphics::BLEND_ADDITIVE : Graphics::BLEND_ALPHA;
//get color mode
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &mode);
s.colorMode = (mode == GL_MODULATE) ? Graphics::COLOR_MODULATE : Graphics::COLOR_REPLACE;
//get line style
s.lineStyle = (glIsEnabled(GL_POLYGON_SMOOTH) == GL_TRUE) ? Graphics::LINE_SMOOTH : Graphics::LINE_ROUGH;
//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);
char *cap = 0;
SDL_WM_GetCaption(&cap, 0);
s.caption = cap;
s.mouseVisible = (SDL_ShowCursor(SDL_QUERY) == SDL_ENABLE) ? true : false;
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();
setCaption(s.caption.c_str());
SDL_ShowCursor(s.mouseVisible ? SDL_ENABLE : SDL_DISABLE);
}
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();
// Get caption.
// We need to restart the subsystem for two reasons:
// 1) Special case for fullscreen -> windowed. Windows XP did not
// work well with "normal" display mode change in this case.
// The application window does leave fullscreen, but the desktop
// resolution does not revert to the correct one. Restarting the
// SDL video subsystem does the trick, though.
// 2) Restart the event system (for whatever reason the event system
// started and stopped with SDL_INIT_VIDEO, see:
// http://sdl.beuc.net/sdl.wiki/Introduction_to_Events)
// because the mouse position will not be able to exceed
// the previous' video mode window size (i.e. alway
// love.mouse.getX() < 800 when switching from 800x600 to a
// higher resolution)
SDL_QuitSubSystem(SDL_INIT_VIDEO);
if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
{
std::cout << "Could not init SDL_VIDEO: " << SDL_GetError() << std::endl;
return false;
}
// Set caption.
// Set GL attributes
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, (vsync ? 1 : 0));
// FSAA
if(fsaa > 0)
{
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 ) ;
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, fsaa ) ;
}
// Fullscreen?
Uint32 sdlflags = fullscreen ? (SDL_OPENGL | SDL_FULLSCREEN) : SDL_OPENGL;
if(!isCreated())
setCaption("");
// Have SDL set the video mode.
if(SDL_SetVideoMode(width, height, 32, sdlflags ) == 0)
{
bool failed = true;
if(fsaa > 0)
{
// FSAA might have failed, disable it and try again
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
failed = SDL_SetVideoMode(width, height, 32, sdlflags ) == 0;
if (failed)
{
// There might be no FSAA at all
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
failed = SDL_SetVideoMode(width, height, 32, sdlflags ) == 0;
}
}
if(failed)
{
std::cerr << "Could not set video mode: " << SDL_GetError() << std::endl;
return false;
}
}
if (width == 0 || height == 0)
{
const SDL_VideoInfo* videoinfo = SDL_GetVideoInfo();
width = videoinfo->current_w;
height = videoinfo->current_h;
}
// Check if FSAA failed or not
if(fsaa > 0)
{
GLint buffers;
GLint samples;
glGetIntegerv( GL_SAMPLE_BUFFERS_ARB, & buffers ) ;
glGetIntegerv( GL_SAMPLES_ARB, & samples ) ;
// Don't fail because of this, but issue a warning.
if ( ! buffers || (samples != fsaa))
std::cerr << "Warning, quality setting failed! (Result: buffers: " << buffers << ", samples: " << samples << ")" << std::endl;
}
// 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);
// Set the new display mode as the current display mode.
currentMode.width = width;
currentMode.height = height;
currentMode.colorDepth = 32;
currentMode.fsaa = fsaa;
currentMode.fullscreen = fullscreen;
currentMode.vsync = vsync;
// Reload all volatile objects.
if(!Volatile::loadAll())
std::cerr << "Could not reload all volatile objects." << std::endl;
// Restore the display state.
restoreState(tempState);
return true;
}
bool Graphics::toggleFullscreen()
{
// Try to do the change.
return setMode(currentMode.width,
currentMode.height,
!currentMode.fullscreen,
currentMode.vsync,
currentMode.fsaa);
}
void Graphics::reset()
{
DisplayState s;
restoreState(s);
}
void Graphics::clear()
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
}
void Graphics::present()
{
SDL_GL_SwapBuffers();
}
void Graphics::setIcon(Image * image)
{
Uint32 rmask, gmask, bmask, amask;
#ifdef LOVE_BIG_ENDIAN
rmask = 0xFF000000;
gmask = 0x00FF0000;
bmask = 0x0000FF00;
amask = 0x000000FF;
#else
rmask = 0x000000FF;
gmask = 0x0000FF00;
bmask = 0x00FF0000;
amask = 0xFF000000;
#endif
int w = static_cast<int>(image->getWidth());
int h = static_cast<int>(image->getHeight());
int pitch = static_cast<int>(image->getWidth() * 4);
SDL_Surface * icon = SDL_CreateRGBSurfaceFrom(image->getData()->getData(), w, h, 32, pitch, rmask, gmask, bmask, amask);
SDL_WM_SetIcon(icon, NULL);
SDL_FreeSurface(icon);
}
void Graphics::setCaption(const char * caption)
{
SDL_WM_SetCaption(caption, 0);
}
int Graphics::getCaption(lua_State * L)
{
char * title = 0;
SDL_WM_GetCaption(&title, 0);
lua_pushstring(L, title);
return 1;
}
int Graphics::getWidth()
{
return currentMode.width;
}
int Graphics::getHeight()
{
return currentMode.height;
}
bool Graphics::isCreated()
{
return (currentMode.width > 0) || (currentMode.height > 0);
}
int Graphics::getModes(lua_State * L)
{
SDL_Rect ** modes = SDL_ListModes(0, SDL_OPENGL | SDL_FULLSCREEN);
if(modes == (SDL_Rect **)0 || modes == (SDL_Rect **)-1)
return 0;
int index = 1;
lua_newtable(L);
for(int i=0;modes[i];++i)
{
lua_pushinteger(L, index);
lua_newtable(L);
// Inner table attribs.
lua_pushstring(L, "width");
lua_pushinteger(L, modes[i]->w);
lua_settable(L, -3);
lua_pushstring(L, "height");
lua_pushinteger(L, modes[i]->h);
lua_settable(L, -3);
// Inner table attribs end.
lua_settable(L, -3);
index++;
}
return 1;
}
void Graphics::setScissor(int x, int y, int width, int height)
{
glEnable(GL_SCISSOR_TEST);
glScissor(x, getHeight() - (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, getHeight() - (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;
}
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;
}
return image;
}
Quad * Graphics::newQuad(int x, int y, int w, int h, int sw, int 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)
{
return new SpriteBatch(image, size, usage);
}
ParticleSystem * Graphics::newParticleSystem(Image * image, int size)
{
return new ParticleSystem(image, size);
}
Framebuffer * Graphics::newFramebuffer(int width, int height)
{
return new Framebuffer(width, height);
}
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
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 // mode = COLOR_REPLACE
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
Graphics::BlendMode Graphics::getBlendMode()
{
GLint dst, src;
glGetIntegerv(GL_BLEND_DST, &dst);
glGetIntegerv(GL_BLEND_SRC, &src);
if(src == GL_SRC_ALPHA && dst == GL_ONE)
return BLEND_ADDITIVE;
else // src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA
return BLEND_ALPHA;
}
Graphics::ColorMode Graphics::getColorMode()
{
GLint mode;
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &mode);
if(mode == GL_MODULATE)
return COLOR_MODULATE;
else // // mode == GL_REPLACE
return COLOR_REPLACE;
}
void Graphics::setLineWidth( float width )
{
lineWidth = width;
}
void Graphics::setLineStyle(Graphics::LineStyle style )
{
// XXX: actually enables antialiasing for _all_ polygons.
// may need investigation if wanted or not
// maybe rename to something else?
if(style == LINE_ROUGH)
glDisable (GL_POLYGON_SMOOTH);
else // type == LINE_SMOOTH
{
glEnable (GL_POLYGON_SMOOTH);
glHint (GL_POLYGON_SMOOTH_HINT, GL_NICEST);
}
}
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()
{
if(glIsEnabled(GL_POLYGON_SMOOTH) == GL_TRUE)
return LINE_SMOOTH;
else
return LINE_ROUGH;
}
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)
{
if(currentFont != 0)
{
std::string text(str);
currentFont->print(text, x, y, angle, sx, sy);
}
}
void Graphics::printf( const char * str, float x, float y, float wrap, AlignMode align)
{
if (currentFont == 0)
return;
using namespace std;
string text(str);
const float width_space = static_cast<float>(currentFont->getWidth(' '));
vector<string> lines_to_draw;
//split text at newlines
istringstream iss( text );
string line;
while (getline(iss, line, '\n')) {
// split line into words
vector<string> words;
istringstream word_iss(line);
copy(istream_iterator<string>(word_iss), istream_iterator<string>(),
back_inserter< vector<string> >(words));
// put words back together until a wrap occurs
float width = 0.0f;
ostringstream string_builder;
vector<string>::const_iterator word_iter;
for (word_iter = words.begin(); word_iter != words.end(); ++word_iter) {
string word( *word_iter );
width += currentFont->getWidth( word );
// on wordwrap, push line to line buffer and clear string builder
if (width >= wrap) {
lines_to_draw.push_back( string_builder.str() );
string_builder.str( "" );
width = static_cast<float>(currentFont->getWidth( word ));
}
string_builder << word << " ";
width += width_space;
}
// push last line
lines_to_draw.push_back( string_builder.str() );
}
// 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 intersection vertices for current line
// dependent on the current *and next* line segment
static void pushIntersectionPoints(Vector *vertices, int pos, float halfwidth, 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 d1 = s.getNormal();
Vector d2 = t.getNormal();
d1.normalize();
d2.normalize();
float det_norm = d1 ^ d2;
d1 *= halfwidth;
d2 *= halfwidth;
// lines parallel -> assume intersection at displacement points
if (fabs(det_norm) <= .03) {
vertices[pos] = q - d2;
vertices[pos + 1] = q + d2;
return;
}
// real intersection -> calculate boundary intersection points
float det = s ^ t;
Vector d = d1 - d2;
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 - d1 + s * mu;
vertices[pos+1] = p + d1 + s * lambda;
}
void Graphics::polyline(const float* coords, size_t count, bool looping)
{
Vector *vertices = new Vector[count]; // two vertices for every line end-point
Vector p,q,r;
r = Vector(coords[0], coords[1]);
if (looping) q = Vector(coords[count-4], coords[count-3]);
else q = r * 2 - Vector(coords[2], coords[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, i, lineWidth/2, p,q,r);
}
p = q;
q = r;
if (looping) r = Vector(coords[2], coords[3]);
else r += (q-p);
pushIntersectionPoints(vertices, count-2, lineWidth/2, p,q,r);
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid*)vertices);
glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
glDisableClientState(GL_VERTEX_ARRAY);
glEnable(GL_TEXTURE_2D);
delete[] vertices;
}
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)
{
angle1 = fmod(angle1, 2.0f * (float)LOVE_M_PI);
angle2 = fmod(angle2, 2.0f * (float)LOVE_M_PI);
if (angle1 == angle2)
return;
else if (angle1 > angle2)
angle2 += (float)LOVE_M_PI * 2.0f;
if(points <= 0) points = 1;
float angle_shift = ((angle2 - angle1) / points);
float phi = angle1;
// GL_POLYGON can only fill-draw convex polygons, so we need to do stuff manually here
if (mode == DRAW_LINE) {
float *coords = new float[(points + 3) * 2];
coords[0] = coords[2 * points + 4] = x;
coords[1] = coords[2 * points + 5] = 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);
}
polyline(coords, (points + 3) * 2); // artifacts at sharp angles if set to looping
delete[] coords;
} else {
glDisable(GL_TEXTURE_2D);
glBegin(GL_TRIANGLE_FAN);
glVertex2f(x, y);
for (int i = 0; i <= points; ++i, phi += angle_shift)
glVertex2f(x + radius * cos(phi), y - radius * sin(phi));
glEnd();
glEnable(GL_TEXTURE_2D);
}
}
/// @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, true);
} else {
glDisable(GL_TEXTURE_2D);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid*)coords);
glDrawArrays(GL_POLYGON, 0, count / 2); // 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()
{
glPushMatrix();
}
void Graphics::pop()
{
glPopMatrix();
}
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::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 (SDL_GetAppState() & SDL_APPINPUTFOCUS) != 0;
}
} // opengl
} // graphics
} // love