Files
love/src/modules/graphics/opengl/Graphics.cpp
T
Alex Szpakowski aa69a695d3 Canvases can now be used in SpriteBatches, ParticleSystems, and Meshes (resolves issue #782).
Canvases and Images are now subclasses of the new Texture class.
Added setTexture and getTexture methods for Meshes, ParticleSystems, and SpriteBatches (the old set/getImage methods are deprecated but not removed.)
Canvas texture coordinates are no longer flipped.
2014-01-03 17:07:12 -04:00

1084 lines
25 KiB
C++

/**
* Copyright (c) 2006-2013 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.
**/
// LOVE
#include "common/config.h"
#include "common/math.h"
#include "common/Vector.h"
#include "Graphics.h"
#include "window/sdl/Window.h"
#include "Polyline.h"
// C++
#include <vector>
#include <sstream>
#include <algorithm>
#include <iterator>
// C
#include <cmath>
namespace love
{
namespace graphics
{
namespace opengl
{
Graphics::Graphics()
: currentFont(0)
, lineStyle(LINE_SMOOTH)
, lineWidth(1)
, matrixLimit(0)
, userMatrices(0)
, colorMask()
, width(0)
, height(0)
, created(false)
, savedState()
{
currentWindow = love::window::sdl::Window::createSingleton();
if (currentWindow->isCreated())
setMode(currentWindow->getWidth(), currentWindow->getHeight());
}
Graphics::~Graphics()
{
if (currentFont != 0)
currentFont->release();
currentWindow->release();
}
const char *Graphics::getName() const
{
return "love.graphics.opengl";
}
DisplayState Graphics::saveState()
{
DisplayState s;
s.color = getColor();
s.backgroundColor = getBackgroundColor();
s.blendMode = getBlendMode();
//get line style
s.lineStyle = lineStyle;
//get the point size
glGetFloatv(GL_POINT_SIZE, &s.pointSize);
//get point style
s.pointStyle = (glIsEnabled(GL_POINT_SMOOTH) == GL_TRUE) ? Graphics::POINT_SMOOTH : Graphics::POINT_ROUGH;
//get scissor status
s.scissor = (glIsEnabled(GL_SCISSOR_TEST) == GL_TRUE);
//do we have scissor, if so, store the box
if (s.scissor)
s.scissorBox = gl.getScissor();
for (int i = 0; i < 4; i++)
s.colorMask[i] = colorMask[i];
return s;
}
void Graphics::restoreState(const DisplayState &s)
{
setColor(s.color);
setBackgroundColor(s.backgroundColor);
setBlendMode(s.blendMode);
setLineWidth(lineWidth);
setLineStyle(s.lineStyle);
setPointSize(s.pointSize);
setPointStyle(s.pointStyle);
if (s.scissor)
setScissor(s.scissorBox.x, s.scissorBox.y, s.scissorBox.w, s.scissorBox.h);
else
setScissor();
setColorMask(s.colorMask[0], s.colorMask[1], s.colorMask[2], s.colorMask[3]);
}
void Graphics::setViewportSize(int width, int height)
{
this->width = width;
this->height = height;
if (!isCreated())
return;
// We want to affect the main screen, not any Canvas that's currently active
// (not that any *should* be active when this is called.)
Canvas *c = Canvas::current;
Canvas::bindDefaultCanvas();
// Set the viewport to top-left corner.
gl.setViewport(OpenGL::Viewport(0, 0, width, height));
// If a canvas was bound before this function was called, it needs to be
// made aware of the new system viewport size.
Canvas::systemViewport = gl.getViewport();
// 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);
glMatrixMode(GL_MODELVIEW);
// Restore the previously active Canvas.
if (c != nullptr)
c->startGrab(c->getAttachedCanvases());
}
bool Graphics::setMode(int width, int height)
{
this->width = width;
this->height = height;
// Okay, setup OpenGL.
gl.initContext();
created = true;
setViewportSize(width, height);
// Make sure antialiasing works when set elsewhere
if (GLEE_VERSION_1_3 || GLEE_ARB_multisample)
glEnable(GL_MULTISAMPLE);
// Enable blending
glEnable(GL_BLEND);
// "Normal" blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Enable all color component writes.
setColorMask(true, true, true, true);
// Enable line/point smoothing.
setLineStyle(LINE_SMOOTH);
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
// Auto-generated mipmaps should be the best quality possible
if (GLEE_VERSION_1_4 || GLEE_SGIS_generate_mipmap)
glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
// Enable textures
glEnable(GL_TEXTURE_2D);
gl.setTextureUnit(0);
// Reset modelview matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Set pixel row alignment
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Reload all volatile objects.
if (!Volatile::loadAll())
std::cerr << "Could not reload all volatile objects." << std::endl;
// Restore the display state.
restoreState(savedState);
pixel_size_stack.clear();
pixel_size_stack.reserve(5);
pixel_size_stack.push_back(1);
// Get the maximum number of matrices
// subtract a few to give the engine some room.
glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &matrixLimit);
matrixLimit -= 5;
return true;
}
void Graphics::unSetMode()
{
// Window re-creation may destroy the GL context, so we must save the state.
if (isCreated())
savedState = saveState();
// Unload all volatile objects. These must be reloaded after the display
// mode change.
Volatile::unloadAll();
gl.deInitContext();
}
void Graphics::reset()
{
DisplayState s;
discardStencil();
Canvas::bindDefaultCanvas();
Shader::detach();
restoreState(s);
pixel_size_stack.clear();
pixel_size_stack.reserve(5);
pixel_size_stack.push_back(1);
}
void Graphics::clear()
{
glClear(GL_COLOR_BUFFER_BIT);
}
void Graphics::present()
{
currentWindow->swapBuffers();
}
int Graphics::getWidth() const
{
return width;
}
int Graphics::getHeight() const
{
return height;
}
bool Graphics::isCreated() const
{
return created;
}
void Graphics::setScissor(int x, int y, int width, int height)
{
glEnable(GL_SCISSOR_TEST);
// OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor.
gl.setScissor(OpenGL::Viewport(x, y, width, height));
}
void Graphics::setScissor()
{
glDisable(GL_SCISSOR_TEST);
}
int Graphics::getScissor(lua_State *L) const
{
if (glIsEnabled(GL_SCISSOR_TEST) == GL_FALSE)
return 0;
OpenGL::Viewport scissor = gl.getScissor();
lua_pushinteger(L, scissor.x);
lua_pushinteger(L, scissor.y);
lua_pushinteger(L, scissor.w);
lua_pushinteger(L, scissor.h);
return 4;
}
void Graphics::defineStencil()
{
// Make sure the active canvas has a stencil buffer.
if (Canvas::current)
Canvas::current->checkCreateStencil();
// Disable color writes but don't save the mask values.
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
glClear(GL_STENCIL_BUFFER_BIT);
glEnable(GL_STENCIL_TEST);
glStencilFunc(GL_ALWAYS, 1, 1);
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
}
void Graphics::useStencil(bool invert)
{
glStencilFunc(GL_EQUAL, (GLint)(!invert), 1); // invert ? 0 : 1
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
setColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
}
void Graphics::discardStencil()
{
setColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]);
glDisable(GL_STENCIL_TEST);
}
int Graphics::getMaxImageSize() const
{
return gl.getMaxTextureSize();
}
Image *Graphics::newImage(love::image::ImageData *data)
{
// Create the image.
Image *image = new Image(data);
if (!isCreated())
return image;
bool success = false;
try
{
success = image->load();
}
catch(love::Exception &)
{
image->release();
throw;
}
if (!success)
{
image->release();
return 0;
}
return image;
}
Image *Graphics::newImage(love::image::CompressedData *cdata)
{
// Create the image.
Image *image = new Image(cdata);
if (!isCreated())
return image;
bool success = false;
try
{
success = image->load();
}
catch(love::Exception &)
{
image->release();
throw;
}
if (!success)
{
image->release();
return 0;
}
return image;
}
Quad *Graphics::newQuad(Quad::Viewport v, float sw, float sh)
{
return new Quad(v, sw, sh);
}
Font *Graphics::newFont(love::font::Rasterizer *r, const Texture::Filter &filter)
{
return new Font(r, filter);
}
SpriteBatch *Graphics::newSpriteBatch(Texture *texture, int size, int usage)
{
return new SpriteBatch(texture, size, usage);
}
ParticleSystem *Graphics::newParticleSystem(Texture *texture, int size)
{
return new ParticleSystem(texture, size);
}
Canvas *Graphics::newCanvas(int width, int height, Canvas::TextureType texture_type)
{
if (texture_type == Canvas::TYPE_HDR && !Canvas::isHDRSupported())
throw Exception("HDR Canvases are not supported by your OpenGL implementation");
if (width > gl.getMaxTextureSize())
throw Exception("Cannot create canvas: width of %d pixels is too large for this system.", width);
else if (height > gl.getMaxTextureSize())
throw Exception("Cannot create canvas: height of %d pixels is too large for this system.", height);
while (GL_NO_ERROR != glGetError())
/* clear opengl error flag */;
Canvas *canvas = new Canvas(width, height, texture_type);
GLenum err = canvas->getStatus();
// everything ok, return canvas (early out)
if (err == GL_FRAMEBUFFER_COMPLETE)
return canvas;
// create error message
std::stringstream error_string;
error_string << "Cannot create canvas: ";
switch (err)
{
case GL_FRAMEBUFFER_UNSUPPORTED:
error_string << "Not supported by your OpenGL implementation.";
break;
// remaining error codes are highly unlikely:
case GL_FRAMEBUFFER_UNDEFINED:
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
error_string << "Error in implementation. Possible fix: Make canvas width and height powers of two.";
break;
default:
// my intel hda card wrongly returns 0 to glCheckFramebufferStatus() but sets
// no error flag. I think it meant to return GL_FRAMEBUFFER_UNSUPPORTED, but who
// knows.
if (glGetError() == GL_NO_ERROR)
error_string << "May not be supported by your OpenGL implementation.";
// the remaining error is an indication of a serious fuckup since it should
// only be returned if glCheckFramebufferStatus() was called with the wrong
// arguments.
else
error_string << "Cannot create canvas: Aliens did it (OpenGL error code: " << glGetError() << ")";
}
canvas->release();
throw Exception(error_string.str().c_str());
return NULL; // never reached
}
Shader *Graphics::newShader(const Shader::ShaderSources &sources)
{
return new Shader(sources);
}
Mesh *Graphics::newMesh(const std::vector<Vertex> &vertices, Mesh::DrawMode mode)
{
return new Mesh(vertices, mode);
}
void Graphics::setColor(const Color &c)
{
gl.setColor(c);
}
Color Graphics::getColor() const
{
return gl.getColor();
}
void Graphics::setBackgroundColor(const Color &c)
{
gl.setClearColor(c);
}
Color Graphics::getBackgroundColor() const
{
return gl.getClearColor();
}
void Graphics::setFont(Font *font)
{
Object::AutoRelease fontrelease(currentFont);
currentFont = font;
if (font != 0)
currentFont->retain();
}
Font *Graphics::getFont() const
{
return currentFont;
}
void Graphics::setColorMask(bool r, bool g, bool b, bool a)
{
colorMask[0] = r;
colorMask[1] = g;
colorMask[2] = b;
colorMask[3] = a;
glColorMask((GLboolean) r, (GLboolean) g, (GLboolean) b, (GLboolean) a);
}
const bool *Graphics::getColorMask() const
{
return colorMask;
}
void Graphics::setBlendMode(Graphics::BlendMode mode)
{
const int gl_1_4 = GLEE_VERSION_1_4;
GLenum func = GL_FUNC_ADD;
GLenum src_rgb = GL_ONE;
GLenum src_a = GL_ONE;
GLenum dst_rgb = GL_ZERO;
GLenum dst_a = GL_ZERO;
switch (mode)
{
case BLEND_ALPHA:
if (gl_1_4 || GLEE_EXT_blend_func_separate)
{
src_rgb = GL_SRC_ALPHA;
src_a = GL_ONE;
dst_rgb = dst_a = GL_ONE_MINUS_SRC_ALPHA;
}
else
{
// Fallback for OpenGL implementations without support for separate blend functions.
// This will most likely only be used for the Microsoft software renderer and
// since it's still stuck with OpenGL 1.1, the only expected difference is a
// different alpha value when reading back the default framebuffer (newScreenshot).
src_rgb = src_a = GL_SRC_ALPHA;
dst_rgb = dst_a = GL_ONE_MINUS_SRC_ALPHA;
}
break;
case BLEND_MULTIPLICATIVE:
src_rgb = src_a = GL_DST_COLOR;
dst_rgb = dst_a = GL_ZERO;
break;
case BLEND_PREMULTIPLIED:
src_rgb = src_a = GL_ONE;
dst_rgb = dst_a = GL_ONE_MINUS_SRC_ALPHA;
break;
case BLEND_SUBTRACTIVE:
func = GL_FUNC_REVERSE_SUBTRACT;
case BLEND_ADDITIVE:
src_rgb = src_a = GL_SRC_ALPHA;
dst_rgb = dst_a = GL_ONE;
break;
case BLEND_REPLACE:
default:
src_rgb = src_a = GL_ONE;
dst_rgb = dst_a = GL_ZERO;
break;
}
if (gl_1_4 || GLEE_ARB_imaging)
glBlendEquation(func);
else if (GLEE_EXT_blend_minmax && GLEE_EXT_blend_subtract)
glBlendEquationEXT(func);
else
{
if (func == GL_FUNC_REVERSE_SUBTRACT)
throw Exception("This graphics card does not support the subtractive blend mode!");
// GL_FUNC_ADD is the default even without access to glBlendEquation, so that'll still work.
}
if (src_rgb == src_a && dst_rgb == dst_a)
glBlendFunc(src_rgb, dst_rgb);
else
{
if (gl_1_4)
glBlendFuncSeparate(src_rgb, dst_rgb, src_a, dst_a);
else if (GLEE_EXT_blend_func_separate)
glBlendFuncSeparateEXT(src_rgb, dst_rgb, src_a, dst_a);
else
throw Exception("This graphics card does not support separated rgb and alpha blend functions!");
}
}
Graphics::BlendMode Graphics::getBlendMode() const
{
const int gl_1_4 = GLEE_VERSION_1_4;
GLint src_rgb, src_a, dst_rgb, dst_a;
GLint equation = GL_FUNC_ADD;
if (gl_1_4 || GLEE_EXT_blend_func_separate)
{
glGetIntegerv(GL_BLEND_SRC_RGB, &src_rgb);
glGetIntegerv(GL_BLEND_SRC_ALPHA, &src_a);
glGetIntegerv(GL_BLEND_DST_RGB, &dst_rgb);
glGetIntegerv(GL_BLEND_DST_ALPHA, &dst_a);
}
else
{
glGetIntegerv(GL_BLEND_SRC, &src_rgb);
glGetIntegerv(GL_BLEND_DST, &dst_rgb);
src_a = src_rgb;
dst_a = dst_rgb;
}
if (gl_1_4 || GLEE_ARB_imaging || (GLEE_EXT_blend_minmax && GLEE_EXT_blend_subtract))
glGetIntegerv(GL_BLEND_EQUATION, &equation);
if (equation == GL_FUNC_REVERSE_SUBTRACT) // && src == GL_SRC_ALPHA && dst == GL_ONE
return BLEND_SUBTRACTIVE;
// Everything else has equation == GL_FUNC_ADD.
else if (src_rgb == src_a && dst_rgb == dst_a)
{
if (src_rgb == GL_SRC_ALPHA && dst_rgb == GL_ONE)
return BLEND_ADDITIVE;
else if (src_rgb == GL_SRC_ALPHA && dst_rgb == GL_ONE_MINUS_SRC_ALPHA)
return BLEND_ALPHA; // alpha blend mode fallback for very old OpenGL versions.
else if (src_rgb == GL_DST_COLOR && dst_rgb == GL_ZERO)
return BLEND_MULTIPLICATIVE;
else if (src_rgb == GL_ONE && dst_rgb == GL_ONE_MINUS_SRC_ALPHA)
return BLEND_PREMULTIPLIED;
else if (src_rgb == GL_ONE && dst_rgb == GL_ZERO)
return BLEND_REPLACE;
}
else if (src_rgb == GL_SRC_ALPHA && src_a == GL_ONE &&
dst_rgb == GL_ONE_MINUS_SRC_ALPHA && dst_a == GL_ONE_MINUS_SRC_ALPHA)
return BLEND_ALPHA;
throw Exception("Unknown blend mode");
}
void Graphics::setDefaultFilter(const Texture::Filter &f)
{
Texture::setDefaultFilter(f);
}
const Texture::Filter &Graphics::getDefaultFilter() const
{
return Texture::getDefaultFilter();
}
void Graphics::setDefaultMipmapFilter(Texture::FilterMode filter, float sharpness)
{
Image::setDefaultMipmapFilter(filter);
Image::setDefaultMipmapSharpness(sharpness);
}
void Graphics::getDefaultMipmapFilter(Texture::FilterMode *filter, float *sharpness) const
{
*filter = Image::getDefaultMipmapFilter();
*sharpness = Image::getDefaultMipmapSharpness();
}
void Graphics::setLineWidth(float width)
{
lineWidth = width;
}
void Graphics::setLineStyle(Graphics::LineStyle style)
{
lineStyle = style;
}
void Graphics::setLineJoin(Graphics::LineJoin join)
{
lineJoin = join;
}
float Graphics::getLineWidth() const
{
return lineWidth;
}
Graphics::LineStyle Graphics::getLineStyle() const
{
return lineStyle;
}
Graphics::LineJoin Graphics::getLineJoin() const
{
return lineJoin;
}
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);
}
float Graphics::getPointSize() const
{
GLfloat size;
glGetFloatv(GL_POINT_SIZE, &size);
return (float)size;
}
Graphics::PointStyle Graphics::getPointStyle() const
{
if (glIsEnabled(GL_POINT_SMOOTH) == GL_TRUE)
return POINT_SMOOTH;
else
return POINT_ROUGH;
}
int Graphics::getMaxPointSize() const
{
GLint max;
glGetIntegerv(GL_POINT_SIZE_MAX, &max);
return (int)max;
}
void Graphics::print(const std::string &str, float x, float y , float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
if (currentFont != nullptr)
currentFont->print(str, x, y, 0.0, angle, sx, sy, ox, oy, kx, ky);
}
void Graphics::printf(const std::string &str, float x, float y, float wrap, AlignMode align, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
if (currentFont == nullptr)
return;
if (wrap < 0.0f)
throw love::Exception("Horizontal wrap limit cannot be negative.");
using std::string;
using std::vector;
// wrappedlines indicates which lines were automatically wrapped. It's
// guaranteed to have the same number of elements as lines_to_draw.
vector<bool> wrappedlines;
vector<string> lines_to_draw = currentFont->getWrap(str, wrap, 0, &wrappedlines);
glPushMatrix();
static Matrix t;
t.setTransformation(ceilf(x), ceilf(y), angle, sx, sy, ox, oy, kx, ky);
glMultMatrixf((const GLfloat *)t.getElements());
x = y = 0.0f;
try
{
// now for the actual printing
vector<string>::const_iterator line_iter, line_end = lines_to_draw.end();
float extra_spacing = 0.0f;
int num_spaces = 0;
int i = 0;
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, ceilf(x + (wrap - width)), ceilf(y), 0.0f);
break;
case ALIGN_CENTER:
currentFont->print(*line_iter, ceilf(x + (wrap - width) / 2), ceilf(y), 0.0f);
break;
case ALIGN_JUSTIFY:
num_spaces = std::count(line_iter->begin(), line_iter->end(), ' ');
if (wrappedlines[i] && num_spaces >= 1)
extra_spacing = (wrap - width) / float(num_spaces);
else
extra_spacing = 0.0f;
currentFont->print(*line_iter, ceilf(x), ceilf(y), extra_spacing);
break;
case ALIGN_LEFT:
default:
currentFont->print(*line_iter, ceilf(x), ceilf(y), 0.0f);
break;
}
y += currentFont->getHeight() * currentFont->getLineHeight();
i++;
}
}
catch (love::Exception &)
{
glPopMatrix();
throw;
}
glPopMatrix();
}
/**
* Primitives
**/
void Graphics::point(float x, float y)
{
gl.prepareDraw();
gl.bindTexture(0);
glBegin(GL_POINTS);
glVertex2f(x, y);
glEnd();
}
void Graphics::polyline(const float *coords, size_t count)
{
if (lineJoin == LINE_JOIN_NONE)
{
NoneJoinPolyline line;
line.render(coords, count, lineWidth * .5f, float(pixel_size_stack.back()), lineStyle == LINE_SMOOTH);
line.draw();
}
else if (lineJoin == LINE_JOIN_BEVEL)
{
BevelJoinPolyline line;
line.render(coords, count, lineWidth * .5f, float(pixel_size_stack.back()), lineStyle == LINE_SMOOTH);
line.draw();
}
else // LINE_JOIN_MITER
{
MiterJoinPolyline line;
line.render(coords, count, lineWidth * .5f, float(pixel_size_stack.back()), lineStyle == LINE_SMOOTH);
line.draw();
}
}
void Graphics::rectangle(DrawMode mode, float x, float y, float w, float h)
{
float coords[] = {x,y, x,y+h, x+w,y+h, x+w,y, x,y};
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 * cosf(phi);
coords[2*i+1] = y + radius * sinf(phi);
}
coords[2*points] = coords[0];
coords[2*points+1] = coords[1];
polygon(mode, coords, (points + 1) * 2);
delete[] coords;
}
void Graphics::arc(DrawMode mode, float x, float y, float radius, float angle1, float angle2, int points)
{
// Nothing to display with no points or equal angles. (Or is there with line mode?)
if (points <= 0 || angle1 == angle2)
return;
// Oh, you want to draw a circle?
if (fabs(angle1 - angle2) >= 2.0f * (float) LOVE_M_PI)
{
circle(mode, x, y, radius, points);
return;
}
float angle_shift = (angle2 - angle1) / points;
// Bail on precision issues.
if (angle_shift == 0.0)
return;
float phi = angle1;
int num_coords = (points + 3) * 2;
float *coords = new float[num_coords];
coords[0] = coords[num_coords - 2] = x;
coords[1] = coords[num_coords - 1] = y;
for (int i = 0; i <= points; ++i, phi += angle_shift)
{
coords[2 * (i+1)] = x + radius * cosf(phi);
coords[2 * (i+1) + 1] = y + radius * sinf(phi);
}
// GL_POLYGON can only fill-draw convex polygons, so we need to do stuff manually here
if (mode == DRAW_LINE)
{
polyline(coords, num_coords); // Artifacts at sharp angles if set to looping.
}
else
{
gl.prepareDraw();
gl.bindTexture(0);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *) coords);
glDrawArrays(GL_TRIANGLE_FAN, 0, points + 2);
glDisableClientState(GL_VERTEX_ARRAY);
}
delete[] coords;
}
/// @param mode the draw mode
/// @param coords the coordinate array
/// @param count the number of coordinates/size of the array
void Graphics::polygon(DrawMode mode, const float *coords, size_t count)
{
// coords is an array of a closed loop of vertices, i.e.
// coords[count-2] = coords[0], coords[count-1] = coords[1]
if (mode == DRAW_LINE)
{
polyline(coords, count);
}
else
{
gl.prepareDraw();
gl.bindTexture(0);
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *)coords);
glDrawArrays(GL_POLYGON, 0, count/2-1); // opengl will close the polygon for us
glDisableClientState(GL_VERTEX_ARRAY);
}
}
love::image::ImageData *Graphics::newScreenshot(love::image::Image *image, bool copyAlpha)
{
// Temporarily unbind the currently active canvas (glReadPixels reads the
// active framebuffer, not the main one.)
Canvas *curcanvas = Canvas::current;
if (curcanvas)
Canvas::bindDefaultCanvas();
int w = getWidth();
int h = getHeight();
int row = 4*w;
int size = row*h;
GLubyte *pixels = 0;
GLubyte *screenshot = 0;
try
{
pixels = new GLubyte[size];
screenshot = new GLubyte[size];
}
catch (std::exception &)
{
delete[] pixels;
delete[] screenshot;
if (curcanvas)
curcanvas->startGrab(curcanvas->getAttachedCanvases());
throw love::Exception("Out of memory.");
}
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
if (!copyAlpha)
{
// Replace alpha values with full opacity.
for (int 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, *dst = screenshot + size;
for (int i = 0; i < h; ++i)
memcpy(dst-=row, src+=row, row);
delete[] pixels;
love::image::ImageData *img = 0;
try
{
// Tell the new ImageData that it owns the screenshot data, so we don't
// need to delete it here.
img = image->newImageData(w, h, (void *) screenshot, true);
}
catch (love::Exception &)
{
delete[] screenshot;
if (curcanvas)
curcanvas->startGrab(curcanvas->getAttachedCanvases());
throw;
}
// Re-bind the active canvas, if necessary.
if (curcanvas)
curcanvas->startGrab(curcanvas->getAttachedCanvases());
return img;
}
std::string Graphics::getRendererInfo(Graphics::RendererInfo infotype) const
{
const char *infostr = 0;
switch (infotype)
{
case Graphics::RENDERER_INFO_NAME:
default:
infostr = "OpenGL";
break;
case Graphics::RENDERER_INFO_VERSION:
infostr = (const char *) glGetString(GL_VERSION);
break;
case Graphics::RENDERER_INFO_VENDOR:
infostr = (const char *) glGetString(GL_VENDOR);
break;
case Graphics::RENDERER_INFO_DEVICE:
infostr = (const char *) glGetString(GL_RENDERER);
break;
}
if (!infostr)
throw love::Exception("Cannot retrieve renderer information.");
return std::string(infostr);
}
void Graphics::push()
{
if (userMatrices == matrixLimit)
throw Exception("Maximum stack depth reached. (More pushes than pops?)");
glPushMatrix();
++userMatrices;
pixel_size_stack.push_back(pixel_size_stack.back());
}
void Graphics::pop()
{
if (userMatrices < 1)
throw Exception("Minimum stack depth reached. (More pops than pushes?)");
glPopMatrix();
--userMatrices;
pixel_size_stack.pop_back();
}
void Graphics::rotate(float r)
{
glRotatef(LOVE_TODEG(r), 0, 0, 1);
}
void Graphics::scale(float x, float y)
{
glScalef(x, y, 1);
pixel_size_stack.back() *= 2. / (fabs(x) + fabs(y));
}
void Graphics::translate(float x, float y)
{
glTranslatef(x, y, 0);
}
void Graphics::shear(float kx, float ky)
{
Matrix t;
t.setShear(kx, ky);
glMultMatrixf((const GLfloat *)t.getElements());
}
void Graphics::origin()
{
glLoadIdentity();
pixel_size_stack.back() = 1;
}
} // opengl
} // graphics
} // love