Files
love/src/modules/graphics/opengl/OpenGL.cpp
T
2013-04-18 02:14:35 -03:00

402 lines
9.9 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.
**/
#include "OpenGL.h"
// LOVE
#include "common/config.h"
#include "common/Exception.h"
#include "Shader.h"
// STL
#include <algorithm>
namespace love
{
namespace graphics
{
namespace opengl
{
OpenGL::OpenGL()
: contextInitialized(false)
, maxAnisotropy(1.0f)
, state()
{
}
void OpenGL::initContext()
{
if (contextInitialized)
return;
initOpenGLFunctions();
// Store the current color so we don't have to get it through GL later.
GLfloat glcolor[4];
glGetFloatv(GL_CURRENT_COLOR, glcolor);
state.color.r = glcolor[0];
state.color.g = glcolor[1];
state.color.b = glcolor[2];
state.color.a = glcolor[3];
// Initialize multiple texture unit support for shaders, if available.
state.textureUnits.clear();
if (Shader::isSupported())
{
GLint maxtextureunits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits);
state.textureUnits.resize(maxtextureunits, 0);
GLenum curgltextureunit;
glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *) &curgltextureunit);
state.curTextureUnit = curgltextureunit - GL_TEXTURE0;
// Retrieve currently bound textures for each texture unit.
for (size_t i = 0; i < state.textureUnits.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.textureUnits[i]);
}
glActiveTexture(curgltextureunit);
}
else
{
// Multitexturing not supported, so we only have 1 texture unit.
state.textureUnits.resize(1, 0);
state.curTextureUnit = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.textureUnits[0]);
}
// We'll need this value to clamp anisotropy.
if (GLEE_EXT_texture_filter_anisotropic)
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
else
maxAnisotropy = 1.0f;
createDefaultTexture();
contextInitialized = true;
}
void OpenGL::deInitContext()
{
if (!contextInitialized)
return;
contextInitialized = false;
}
void OpenGL::initOpenGLFunctions()
{
// The functionality of the core and ARB VBOs are identical, so we can
// assign the pointers of the core functions to the names of the ARB
// functions, if the latter isn't supported but the former is.
if (GLEE_VERSION_1_5 && !GLEE_ARB_vertex_buffer_object)
{
glBindBufferARB = (GLEEPFNGLBINDBUFFERARBPROC) glBindBuffer;
glBufferDataARB = (GLEEPFNGLBUFFERDATAARBPROC) glBufferData;
glBufferSubDataARB = (GLEEPFNGLBUFFERSUBDATAARBPROC) glBufferSubData;
glDeleteBuffersARB = (GLEEPFNGLDELETEBUFFERSARBPROC) glDeleteBuffers;
glGenBuffersARB = (GLEEPFNGLGENBUFFERSARBPROC) glGenBuffers;
glGetBufferParameterivARB = (GLEEPFNGLGETBUFFERPARAMETERIVARBPROC) glGetBufferParameteriv;
glGetBufferPointervARB = (GLEEPFNGLGETBUFFERPOINTERVARBPROC) glGetBufferPointerv;
glGetBufferSubDataARB = (GLEEPFNGLGETBUFFERSUBDATAARBPROC) glGetBufferSubData;
glIsBufferARB = (GLEEPFNGLISBUFFERARBPROC) glIsBuffer;
glMapBufferARB = (GLEEPFNGLMAPBUFFERARBPROC) glMapBuffer;
glUnmapBufferARB = (GLEEPFNGLUNMAPBUFFERARBPROC) glUnmapBuffer;
}
// Same deal for compressed textures.
if (GLEE_VERSION_1_3 && !GLEE_ARB_texture_compression)
{
glCompressedTexImage2DARB = (GLEEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC) glCompressedTexImage2D;
glCompressedTexSubImage2DARB = (GLEEPFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) glCompressedTexSubImage2D;
glGetCompressedTexImageARB = (GLEEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC) glGetCompressedTexImage;
}
}
void OpenGL::createDefaultTexture()
{
// Set the 'default' texture (id 0) as a repeating white pixel. Otherwise,
// texture2D calls inside a shader would return black when drawing graphics
// primitives, which would create the need to use different "passthrough"
// shaders for untextured primitives vs images.
GLuint curtexture = state.textureUnits[state.curTextureUnit];
bindTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
GLubyte pix = 255;
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pix);
bindTexture(curtexture);
}
void OpenGL::setColor(const Color &c)
{
glColor4ubv(&c.r);
state.color = c;
}
Color OpenGL::getColor()
{
return state.color;
}
void OpenGL::setActiveTextureUnit(int textureunit)
{
if (textureunit < 0 || (size_t) textureunit >= state.textureUnits.size())
throw love::Exception("Invalid texture unit index (%d).", textureunit);
if (textureunit != state.curTextureUnit)
{
if (state.textureUnits.size() > 1)
glActiveTexture(GL_TEXTURE0 + textureunit);
else
throw love::Exception("Multitexturing not supported.");
}
state.curTextureUnit = textureunit;
}
void OpenGL::bindTexture(GLuint texture)
{
if (texture != state.textureUnits[state.curTextureUnit])
{
state.textureUnits[state.curTextureUnit] = texture;
glBindTexture(GL_TEXTURE_2D, texture);
}
}
void OpenGL::bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
{
if (textureunit < 0 || (size_t) textureunit >= state.textureUnits.size())
throw love::Exception("Invalid texture unit index.");
if (texture != state.textureUnits[textureunit])
{
int oldtextureunit = state.curTextureUnit;
setActiveTextureUnit(textureunit);
state.textureUnits[textureunit] = texture;
glBindTexture(GL_TEXTURE_2D, texture);
if (restoreprev)
setActiveTextureUnit(oldtextureunit);
}
}
void OpenGL::deleteTexture(GLuint texture)
{
// glDeleteTextures binds texture 0 to all texture units the deleted texture
// was bound to before deletion.
std::vector<GLuint>::iterator it;
for (it = state.textureUnits.begin(); it != state.textureUnits.end(); ++it)
{
if (*it == texture)
*it = 0;
}
glDeleteTextures(1, &texture);
}
float OpenGL::setTextureFilter(const graphics::Image::Filter &f)
{
GLint gmin, gmag;
if (f.mipmap == Image::FILTER_NONE)
{
if (f.min == Image::FILTER_NEAREST)
gmin = GL_NEAREST;
else // f.min == Image::FILTER_LINEAR
gmin = GL_LINEAR;
}
else
{
if (f.min == Image::FILTER_NEAREST && f.mipmap == Image::FILTER_NEAREST)
gmin = GL_NEAREST_MIPMAP_NEAREST;
else if (f.min == Image::FILTER_NEAREST && f.mipmap == Image::FILTER_LINEAR)
gmin = GL_NEAREST_MIPMAP_LINEAR;
else if (f.min == Image::FILTER_LINEAR && f.mipmap == Image::FILTER_NEAREST)
gmin = GL_LINEAR_MIPMAP_NEAREST;
else if (f.min == Image::FILTER_LINEAR && f.mipmap == Image::FILTER_LINEAR)
gmin = GL_LINEAR_MIPMAP_LINEAR;
else
gmin = GL_LINEAR;
}
switch (f.mag)
{
case Image::FILTER_NEAREST:
gmag = GL_NEAREST;
break;
case Image::FILTER_LINEAR:
default:
gmag = GL_LINEAR;
break;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gmin);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gmag);
float anisotropy = 1.0f;
if (GLEE_EXT_texture_filter_anisotropic)
{
anisotropy = std::min(std::max(f.anisotropy, 1.0f), maxAnisotropy);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy);
}
return anisotropy;
}
graphics::Image::Filter OpenGL::getTextureFilter()
{
GLint gmin, gmag;
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &gmin);
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &gmag);
Image::Filter f;
switch (gmin)
{
case GL_NEAREST:
f.min = Image::FILTER_NEAREST;
f.mipmap = Image::FILTER_NONE;
break;
case GL_NEAREST_MIPMAP_NEAREST:
f.min = f.mipmap = Image::FILTER_NEAREST;
break;
case GL_NEAREST_MIPMAP_LINEAR:
f.min = Image::FILTER_NEAREST;
f.mipmap = Image::FILTER_LINEAR;
break;
case GL_LINEAR_MIPMAP_NEAREST:
f.min = Image::FILTER_LINEAR;
f.mipmap = Image::FILTER_NEAREST;
break;
case GL_LINEAR_MIPMAP_LINEAR:
f.min = f.mipmap = Image::FILTER_LINEAR;
break;
case GL_LINEAR:
default:
f.min = Image::FILTER_LINEAR;
f.mipmap = Image::FILTER_NONE;
break;
}
switch (gmag)
{
case GL_NEAREST:
f.mag = Image::FILTER_NEAREST;
break;
case GL_LINEAR:
default:
f.mag = Image::FILTER_LINEAR;
break;
}
if (GLEE_EXT_texture_filter_anisotropic)
glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &f.anisotropy);
return f;
}
void OpenGL::setTextureWrap(const graphics::Image::Wrap &w)
{
GLint gs, gt;
switch (w.s)
{
case Image::WRAP_CLAMP:
gs = GL_CLAMP_TO_EDGE;
break;
case Image::WRAP_REPEAT:
default:
gs = GL_REPEAT;
break;
}
switch (w.t)
{
case Image::WRAP_CLAMP:
gt = GL_CLAMP_TO_EDGE;
break;
case Image::WRAP_REPEAT:
default:
gt = GL_REPEAT;
break;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gs);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gt);
}
graphics::Image::Wrap OpenGL::getTextureWrap()
{
GLint gs, gt;
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &gs);
glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, &gt);
Image::Wrap w;
switch (gs)
{
case GL_CLAMP_TO_EDGE:
w.s = Image::WRAP_CLAMP;
break;
case GL_REPEAT:
default:
w.s = Image::WRAP_REPEAT;
break;
}
switch (gt)
{
case GL_CLAMP_TO_EDGE:
w.t = Image::WRAP_CLAMP;
break;
case GL_REPEAT:
default:
w.t = Image::WRAP_REPEAT;
break;
}
return w;
}
// OpenGL class instance singleton.
OpenGL gl;
} // opengl
} // graphics
} // love