mirror of
https://github.com/love2d/love.git
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aa5eb4380d
--HG-- branch : minor
1010 lines
25 KiB
C++
1010 lines
25 KiB
C++
/**
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* Copyright (c) 2006-2011 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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#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 <vector>
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#include <sstream>
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#include <algorithm>
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#include <iterator>
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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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: currentFont(0), lineWidth(1)
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{
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// Indicates that there is no screen
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// created yet.
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currentMode.width = 0;
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currentMode.height = 0;
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currentMode.fullscreen = 0;
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// Window should be centered.
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SDL_putenv(const_cast<char *>("SDL_VIDEO_CENTERED=center"));
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if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
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throw Exception(SDL_GetError());
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}
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Graphics::~Graphics()
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{
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if(currentFont != 0)
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currentFont->release();
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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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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bool Graphics::checkMode(int width, int height, bool fullscreen)
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{
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Uint32 sdlflags = fullscreen ? (SDL_OPENGL | SDL_FULLSCREEN) : SDL_OPENGL;
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// Check if mode is supported
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int bpp = SDL_VideoModeOK(width, height, 32, sdlflags);
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return (bpp >= 16);
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}
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DisplayState Graphics::saveState()
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{
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DisplayState s;
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//create a table in which to store the color data in float format, before converting it
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float color[4];
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//get the color
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glGetFloatv(GL_CURRENT_COLOR, color);
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s.color.set( (color[0]*255.0f), (color[1]*255.0f), (color[2]*255.0f), (color[3]*255.0f) );
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//get the background color
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glGetFloatv(GL_COLOR_CLEAR_VALUE, color);
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s.backgroundColor.set( color[0]*255.0f, color[1]*255.0f, color[2]*255.0f, color[3]*255.0f );
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//store modes here
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GLint mode;
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//get blend mode
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glGetIntegerv(GL_BLEND_DST, &mode);
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//following syntax seems better than if-else every time
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s.blendMode = (mode == GL_ONE) ? Graphics::BLEND_ADDITIVE : Graphics::BLEND_ALPHA;
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//get color mode
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glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &mode);
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s.colorMode = (mode == GL_MODULATE) ? Graphics::COLOR_MODULATE : Graphics::COLOR_REPLACE;
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//get line style
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s.lineStyle = (glIsEnabled(GL_POLYGON_SMOOTH) == GL_TRUE) ? Graphics::LINE_SMOOTH : Graphics::LINE_ROUGH;
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//get the point size
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glGetFloatv(GL_POINT_SIZE, &s.pointSize);
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//get point style
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s.pointStyle = (glIsEnabled(GL_POINT_SMOOTH) == GL_TRUE) ? Graphics::POINT_SMOOTH : Graphics::POINT_ROUGH;
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//get scissor status
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s.scissor = (glIsEnabled(GL_SCISSOR_TEST) == GL_TRUE);
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//do we have scissor, if so, store the box
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if (s.scissor)
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glGetIntegerv(GL_SCISSOR_BOX, s.scissorBox);
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char *cap = 0;
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SDL_WM_GetCaption(&cap, 0);
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s.caption = cap;
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s.mouseVisible = (SDL_ShowCursor(SDL_QUERY) == SDL_ENABLE) ? true : false;
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return s;
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}
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void Graphics::restoreState(const DisplayState & s)
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{
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setColor(s.color);
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setBackgroundColor(s.backgroundColor);
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setBlendMode(s.blendMode);
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setColorMode(s.colorMode);
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setLine(lineWidth, s.lineStyle);
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setPoint(s.pointSize, s.pointStyle);
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if (s.scissor)
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setScissor(s.scissorBox[0], s.scissorBox[1], s.scissorBox[2], s.scissorBox[3]);
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else
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setScissor();
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setCaption(s.caption.c_str());
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SDL_ShowCursor(s.mouseVisible ? SDL_ENABLE : SDL_DISABLE);
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}
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bool Graphics::setMode(int width, int height, bool fullscreen, bool vsync, int fsaa)
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{
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// This operation destroys the OpenGL context, so
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// we must save the state.
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DisplayState tempState;
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if (isCreated())
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tempState = saveState();
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// Unlad all volatile objects. These must be reloaded after
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// the display mode change.
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Volatile::unloadAll();
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// Get caption.
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// We need to restart the subsystem for two reasons:
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// 1) Special case for fullscreen -> windowed. Windows XP did not
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// work well with "normal" display mode change in this case.
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// The application window does leave fullscreen, but the desktop
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// resolution does not revert to the correct one. Restarting the
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// SDL video subsystem does the trick, though.
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// 2) Restart the event system (for whatever reason the event system
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// started and stopped with SDL_INIT_VIDEO, see:
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// http://sdl.beuc.net/sdl.wiki/Introduction_to_Events)
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// because the mouse position will not be able to exceed
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// the previous' video mode window size (i.e. alway
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// love.mouse.getX() < 800 when switching from 800x600 to a
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// higher resolution)
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
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{
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std::cout << "Could not init SDL_VIDEO: " << SDL_GetError() << std::endl;
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return false;
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}
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// Set caption.
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// Set GL attributes
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SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
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SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, (vsync ? 1 : 0));
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// FSAA
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if(fsaa > 0)
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{
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SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 ) ;
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SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, fsaa ) ;
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}
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// Fullscreen?
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Uint32 sdlflags = fullscreen ? (SDL_OPENGL | SDL_FULLSCREEN) : SDL_OPENGL;
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if(!isCreated())
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setCaption("");
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// Have SDL set the video mode.
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if(SDL_SetVideoMode(width, height, 32, sdlflags ) == 0)
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{
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bool failed = true;
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if(fsaa > 0)
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{
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// FSAA might have failed, disable it and try again
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
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failed = SDL_SetVideoMode(width, height, 32, sdlflags ) == 0;
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if (failed)
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{
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// There might be no FSAA at all
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SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
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failed = SDL_SetVideoMode(width, height, 32, sdlflags ) == 0;
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}
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}
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if(failed)
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{
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std::cerr << "Could not set video mode: " << SDL_GetError() << std::endl;
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return false;
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}
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}
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if (width == 0 || height == 0)
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{
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const SDL_VideoInfo* videoinfo = SDL_GetVideoInfo();
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width = videoinfo->current_w;
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height = videoinfo->current_h;
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}
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// Check if FSAA failed or not
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if(fsaa > 0)
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{
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GLint buffers;
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GLint samples;
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glGetIntegerv( GL_SAMPLE_BUFFERS_ARB, & buffers ) ;
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glGetIntegerv( GL_SAMPLES_ARB, & samples ) ;
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// Don't fail because of this, but issue a warning.
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if ( ! buffers || (samples != fsaa))
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std::cerr << "Warning, quality setting failed! (Result: buffers: " << buffers << ", samples: " << samples << ")" << std::endl;
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}
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// Okay, setup OpenGL.
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// Enable blending
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glEnable(GL_BLEND);
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// "Normal" blending
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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// Enable line/point smoothing.
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setLineStyle(LINE_SMOOTH);
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glEnable(GL_POINT_SMOOTH);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
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// Enable textures
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glEnable(GL_TEXTURE_2D);
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// Set the viewport to top-left corner
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glViewport(0,0, width, height);
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// Reset the projection matrix
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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// Set up orthographic view (no depth)
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glOrtho(0.0, width, height,0.0, -1.0, 1.0);
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// Reset modelview matrix
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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// Set pixel row alignment
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glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
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// Set the new display mode as the current display mode.
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currentMode.width = width;
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currentMode.height = height;
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currentMode.colorDepth = 32;
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currentMode.fsaa = fsaa;
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currentMode.fullscreen = fullscreen;
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currentMode.vsync = vsync;
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// Reload all volatile objects.
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if(!Volatile::loadAll())
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std::cerr << "Could not reload all volatile objects." << std::endl;
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// Restore the display state.
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restoreState(tempState);
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return true;
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}
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bool Graphics::toggleFullscreen()
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{
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// Try to do the change.
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return setMode(currentMode.width,
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currentMode.height,
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!currentMode.fullscreen,
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currentMode.vsync,
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currentMode.fsaa);
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}
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void Graphics::reset()
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{
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DisplayState s;
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restoreState(s);
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}
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void Graphics::clear()
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{
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glClear(GL_COLOR_BUFFER_BIT);
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glLoadIdentity();
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}
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void Graphics::present()
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{
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SDL_GL_SwapBuffers();
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}
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void Graphics::setIcon(Image * image)
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{
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Uint32 rmask, gmask, bmask, amask;
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#ifdef LOVE_BIG_ENDIAN
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rmask = 0xFF000000;
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gmask = 0x00FF0000;
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bmask = 0x0000FF00;
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amask = 0x000000FF;
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#else
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rmask = 0x000000FF;
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gmask = 0x0000FF00;
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bmask = 0x00FF0000;
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amask = 0xFF000000;
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#endif
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int w = static_cast<int>(image->getWidth());
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int h = static_cast<int>(image->getHeight());
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int pitch = static_cast<int>(image->getWidth() * 4);
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SDL_Surface * icon = SDL_CreateRGBSurfaceFrom(image->getData()->getData(), w, h, 32, pitch, rmask, gmask, bmask, amask);
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SDL_WM_SetIcon(icon, NULL);
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SDL_FreeSurface(icon);
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}
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void Graphics::setCaption(const char * caption)
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{
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SDL_WM_SetCaption(caption, 0);
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}
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int Graphics::getCaption(lua_State * L)
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{
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char * title = 0;
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SDL_WM_GetCaption(&title, 0);
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lua_pushstring(L, title);
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return 1;
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}
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int Graphics::getWidth()
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{
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return currentMode.width;
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}
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int Graphics::getHeight()
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{
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return currentMode.height;
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}
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bool Graphics::isCreated()
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{
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return (currentMode.width > 0) || (currentMode.height > 0);
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}
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int Graphics::getModes(lua_State * L)
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{
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SDL_Rect ** modes = SDL_ListModes(0, SDL_OPENGL | SDL_FULLSCREEN);
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if(modes == (SDL_Rect **)0 || modes == (SDL_Rect **)-1)
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return 0;
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int index = 1;
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lua_newtable(L);
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for(int i=0;modes[i];++i)
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{
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lua_pushinteger(L, index);
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lua_newtable(L);
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// Inner table attribs.
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lua_pushstring(L, "width");
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lua_pushinteger(L, modes[i]->w);
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lua_settable(L, -3);
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lua_pushstring(L, "height");
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lua_pushinteger(L, modes[i]->h);
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lua_settable(L, -3);
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// Inner table attribs end.
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lua_settable(L, -3);
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index++;
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}
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return 1;
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}
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void Graphics::setScissor(int x, int y, int width, int height)
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{
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glEnable(GL_SCISSOR_TEST);
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glScissor(x, getHeight() - (y + height), width, height); // Compensates for the fact that our y-coordinate is reverse of OpenGLs.
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}
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void Graphics::setScissor()
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{
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glDisable(GL_SCISSOR_TEST);
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}
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int Graphics::getScissor(lua_State * L)
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{
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if(glIsEnabled(GL_SCISSOR_TEST) == GL_FALSE)
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return 0;
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GLint scissor[4];
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glGetIntegerv(GL_SCISSOR_BOX, scissor);
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lua_pushnumber(L, scissor[0]);
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lua_pushnumber(L, getHeight() - (scissor[1] + scissor[3])); // Compensates for the fact that our y-coordinate is reverse of OpenGLs.
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lua_pushnumber(L, scissor[2]);
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lua_pushnumber(L, scissor[3]);
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return 4;
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}
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Image * Graphics::newImage(love::image::ImageData * data)
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{
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// Create the image.
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Image * image = new Image(data);
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bool success;
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try {
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success = image->load();
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} catch (love::Exception & e) {
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image->release();
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throw love::Exception(e.what());
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}
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if (!success) {
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image->release();
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return 0;
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}
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return image;
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}
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Quad * Graphics::newQuad(int x, int y, int w, int h, int sw, int sh)
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{
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Quad::Viewport v;
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v.x = x;
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v.y = y;
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v.w = w;
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v.h = h;
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return new Quad(v, sw, sh);
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}
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Font * Graphics::newFont(love::font::Rasterizer * r, const Image::Filter& filter)
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{
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Font * font = new Font(r, filter);
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// Load it and check for errors.
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if(!font)
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{
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delete font;
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return 0;
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}
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return font;
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}
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SpriteBatch * Graphics::newSpriteBatch(Image * image, int size, int usage)
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{
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return new SpriteBatch(image, size, usage);
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}
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ParticleSystem * Graphics::newParticleSystem(Image * image, int size)
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{
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return new ParticleSystem(image, size);
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}
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Framebuffer * Graphics::newFramebuffer(int width, int height)
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{
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return new Framebuffer(width, height);
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}
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void Graphics::setColor(const Color& c)
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{
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glColor4ubv(&c.r);
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}
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Color Graphics::getColor()
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{
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float c[4];
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glGetFloatv(GL_CURRENT_COLOR, c);
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Color t;
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t.r = (unsigned char)(255.0f*c[0]);
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t.g = (unsigned char)(255.0f*c[1]);
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t.b = (unsigned char)(255.0f*c[2]);
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t.a = (unsigned char)(255.0f*c[3]);
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return t;
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}
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void Graphics::setBackgroundColor(const Color& c)
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{
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glClearColor((float)c.r/255.0f, (float)c.g/255.0f, (float)c.b/255.0f, (float)c.a/255.0f);
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}
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Color Graphics::getBackgroundColor()
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{
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float c[4];
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glGetFloatv(GL_COLOR_CLEAR_VALUE, c);
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Color t;
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t.r = (unsigned char)(255.0f*c[0]);
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t.g = (unsigned char)(255.0f*c[1]);
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t.b = (unsigned char)(255.0f*c[2]);
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t.a = (unsigned char)(255.0f*c[3]);
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return t;
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}
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void Graphics::setFont( Font * font )
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{
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if(currentFont != 0)
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currentFont->release();
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currentFont = font;
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if(font != 0)
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currentFont->retain();
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}
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Font * Graphics::getFont()
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{
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return currentFont;
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}
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void Graphics::setBlendMode( Graphics::BlendMode mode )
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{
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glAlphaFunc(GL_GEQUAL, 0);
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|
|
|
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
|