mirror of
https://github.com/love2d/love.git
synced 2026-08-13 17:10:54 +02:00
402 lines
9.9 KiB
C++
402 lines
9.9 KiB
C++
/**
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* Copyright (c) 2006-2013 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 "OpenGL.h"
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// LOVE
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#include "common/config.h"
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#include "common/Exception.h"
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#include "Shader.h"
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// STL
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#include <algorithm>
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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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OpenGL::OpenGL()
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: contextInitialized(false)
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, maxAnisotropy(1.0f)
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, state()
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{
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}
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void OpenGL::initContext()
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{
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if (contextInitialized)
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return;
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initOpenGLFunctions();
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// Store the current color so we don't have to get it through GL later.
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GLfloat glcolor[4];
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glGetFloatv(GL_CURRENT_COLOR, glcolor);
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state.color.r = glcolor[0];
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state.color.g = glcolor[1];
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state.color.b = glcolor[2];
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state.color.a = glcolor[3];
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// Initialize multiple texture unit support for shaders, if available.
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state.textureUnits.clear();
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if (Shader::isSupported())
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{
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GLint maxtextureunits;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits);
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state.textureUnits.resize(maxtextureunits, 0);
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GLenum curgltextureunit;
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glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *) &curgltextureunit);
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state.curTextureUnit = curgltextureunit - GL_TEXTURE0;
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// Retrieve currently bound textures for each texture unit.
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for (size_t i = 0; i < state.textureUnits.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.textureUnits[i]);
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}
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glActiveTexture(curgltextureunit);
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}
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else
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{
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// Multitexturing not supported, so we only have 1 texture unit.
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state.textureUnits.resize(1, 0);
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state.curTextureUnit = 0;
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glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.textureUnits[0]);
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}
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// We'll need this value to clamp anisotropy.
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if (GLEE_EXT_texture_filter_anisotropic)
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
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else
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maxAnisotropy = 1.0f;
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createDefaultTexture();
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contextInitialized = true;
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}
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void OpenGL::deInitContext()
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{
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if (!contextInitialized)
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return;
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contextInitialized = false;
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}
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void OpenGL::initOpenGLFunctions()
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{
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// The functionality of the core and ARB VBOs are identical, so we can
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// assign the pointers of the core functions to the names of the ARB
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// functions, if the latter isn't supported but the former is.
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if (GLEE_VERSION_1_5 && !GLEE_ARB_vertex_buffer_object)
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{
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glBindBufferARB = (GLEEPFNGLBINDBUFFERARBPROC) glBindBuffer;
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glBufferDataARB = (GLEEPFNGLBUFFERDATAARBPROC) glBufferData;
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glBufferSubDataARB = (GLEEPFNGLBUFFERSUBDATAARBPROC) glBufferSubData;
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glDeleteBuffersARB = (GLEEPFNGLDELETEBUFFERSARBPROC) glDeleteBuffers;
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glGenBuffersARB = (GLEEPFNGLGENBUFFERSARBPROC) glGenBuffers;
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glGetBufferParameterivARB = (GLEEPFNGLGETBUFFERPARAMETERIVARBPROC) glGetBufferParameteriv;
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glGetBufferPointervARB = (GLEEPFNGLGETBUFFERPOINTERVARBPROC) glGetBufferPointerv;
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glGetBufferSubDataARB = (GLEEPFNGLGETBUFFERSUBDATAARBPROC) glGetBufferSubData;
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glIsBufferARB = (GLEEPFNGLISBUFFERARBPROC) glIsBuffer;
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glMapBufferARB = (GLEEPFNGLMAPBUFFERARBPROC) glMapBuffer;
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glUnmapBufferARB = (GLEEPFNGLUNMAPBUFFERARBPROC) glUnmapBuffer;
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}
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// Same deal for compressed textures.
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if (GLEE_VERSION_1_3 && !GLEE_ARB_texture_compression)
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{
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glCompressedTexImage2DARB = (GLEEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC) glCompressedTexImage2D;
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glCompressedTexSubImage2DARB = (GLEEPFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) glCompressedTexSubImage2D;
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glGetCompressedTexImageARB = (GLEEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC) glGetCompressedTexImage;
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}
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}
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void OpenGL::createDefaultTexture()
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{
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// Set the 'default' texture (id 0) as a repeating white pixel. Otherwise,
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// texture2D calls inside a shader would return black when drawing graphics
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// primitives, which would create the need to use different "passthrough"
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// shaders for untextured primitives vs images.
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GLuint curtexture = state.textureUnits[state.curTextureUnit];
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bindTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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GLubyte pix = 255;
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pix);
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bindTexture(curtexture);
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}
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void OpenGL::setColor(const Color &c)
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{
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glColor4ubv(&c.r);
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state.color = c;
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}
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Color OpenGL::getColor()
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{
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return state.color;
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}
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void OpenGL::setActiveTextureUnit(int textureunit)
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{
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if (textureunit < 0 || (size_t) textureunit >= state.textureUnits.size())
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throw love::Exception("Invalid texture unit index (%d).", textureunit);
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if (textureunit != state.curTextureUnit)
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{
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if (state.textureUnits.size() > 1)
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glActiveTexture(GL_TEXTURE0 + textureunit);
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else
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throw love::Exception("Multitexturing not supported.");
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}
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state.curTextureUnit = textureunit;
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}
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void OpenGL::bindTexture(GLuint texture)
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{
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if (texture != state.textureUnits[state.curTextureUnit])
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{
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state.textureUnits[state.curTextureUnit] = texture;
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glBindTexture(GL_TEXTURE_2D, texture);
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}
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}
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void OpenGL::bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
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{
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if (textureunit < 0 || (size_t) textureunit >= state.textureUnits.size())
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throw love::Exception("Invalid texture unit index.");
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if (texture != state.textureUnits[textureunit])
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{
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int oldtextureunit = state.curTextureUnit;
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setActiveTextureUnit(textureunit);
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state.textureUnits[textureunit] = texture;
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glBindTexture(GL_TEXTURE_2D, texture);
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if (restoreprev)
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setActiveTextureUnit(oldtextureunit);
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}
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}
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void OpenGL::deleteTexture(GLuint texture)
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{
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// glDeleteTextures binds texture 0 to all texture units the deleted texture
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// was bound to before deletion.
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std::vector<GLuint>::iterator it;
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for (it = state.textureUnits.begin(); it != state.textureUnits.end(); ++it)
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{
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if (*it == texture)
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*it = 0;
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}
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glDeleteTextures(1, &texture);
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}
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float OpenGL::setTextureFilter(const graphics::Image::Filter &f)
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{
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GLint gmin, gmag;
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if (f.mipmap == Image::FILTER_NONE)
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{
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if (f.min == Image::FILTER_NEAREST)
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gmin = GL_NEAREST;
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else // f.min == Image::FILTER_LINEAR
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gmin = GL_LINEAR;
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}
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else
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{
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if (f.min == Image::FILTER_NEAREST && f.mipmap == Image::FILTER_NEAREST)
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gmin = GL_NEAREST_MIPMAP_NEAREST;
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else if (f.min == Image::FILTER_NEAREST && f.mipmap == Image::FILTER_LINEAR)
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gmin = GL_NEAREST_MIPMAP_LINEAR;
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else if (f.min == Image::FILTER_LINEAR && f.mipmap == Image::FILTER_NEAREST)
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gmin = GL_LINEAR_MIPMAP_NEAREST;
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else if (f.min == Image::FILTER_LINEAR && f.mipmap == Image::FILTER_LINEAR)
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gmin = GL_LINEAR_MIPMAP_LINEAR;
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else
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gmin = GL_LINEAR;
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}
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switch (f.mag)
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{
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case Image::FILTER_NEAREST:
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gmag = GL_NEAREST;
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break;
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case Image::FILTER_LINEAR:
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default:
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gmag = GL_LINEAR;
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break;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gmin);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gmag);
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float anisotropy = 1.0f;
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if (GLEE_EXT_texture_filter_anisotropic)
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{
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anisotropy = std::min(std::max(f.anisotropy, 1.0f), maxAnisotropy);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anisotropy);
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}
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return anisotropy;
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}
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graphics::Image::Filter OpenGL::getTextureFilter()
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{
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GLint gmin, gmag;
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &gmin);
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &gmag);
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Image::Filter f;
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switch (gmin)
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{
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case GL_NEAREST:
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f.min = Image::FILTER_NEAREST;
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f.mipmap = Image::FILTER_NONE;
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break;
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case GL_NEAREST_MIPMAP_NEAREST:
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f.min = f.mipmap = Image::FILTER_NEAREST;
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break;
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case GL_NEAREST_MIPMAP_LINEAR:
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f.min = Image::FILTER_NEAREST;
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f.mipmap = Image::FILTER_LINEAR;
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break;
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case GL_LINEAR_MIPMAP_NEAREST:
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f.min = Image::FILTER_LINEAR;
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f.mipmap = Image::FILTER_NEAREST;
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break;
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case GL_LINEAR_MIPMAP_LINEAR:
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f.min = f.mipmap = Image::FILTER_LINEAR;
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break;
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case GL_LINEAR:
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default:
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f.min = Image::FILTER_LINEAR;
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f.mipmap = Image::FILTER_NONE;
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break;
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}
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switch (gmag)
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{
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case GL_NEAREST:
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f.mag = Image::FILTER_NEAREST;
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break;
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case GL_LINEAR:
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default:
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f.mag = Image::FILTER_LINEAR;
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break;
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}
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if (GLEE_EXT_texture_filter_anisotropic)
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glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &f.anisotropy);
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return f;
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}
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void OpenGL::setTextureWrap(const graphics::Image::Wrap &w)
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{
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GLint gs, gt;
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switch (w.s)
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{
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case Image::WRAP_CLAMP:
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gs = GL_CLAMP_TO_EDGE;
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break;
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case Image::WRAP_REPEAT:
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default:
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gs = GL_REPEAT;
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break;
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}
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switch (w.t)
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{
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case Image::WRAP_CLAMP:
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gt = GL_CLAMP_TO_EDGE;
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break;
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case Image::WRAP_REPEAT:
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default:
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gt = GL_REPEAT;
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break;
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}
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gs);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gt);
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}
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graphics::Image::Wrap OpenGL::getTextureWrap()
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{
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GLint gs, gt;
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &gs);
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, >);
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Image::Wrap w;
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switch (gs)
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{
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case GL_CLAMP_TO_EDGE:
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w.s = Image::WRAP_CLAMP;
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break;
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case GL_REPEAT:
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default:
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w.s = Image::WRAP_REPEAT;
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break;
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}
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switch (gt)
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{
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case GL_CLAMP_TO_EDGE:
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w.t = Image::WRAP_CLAMP;
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break;
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case GL_REPEAT:
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default:
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w.t = Image::WRAP_REPEAT;
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break;
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}
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return w;
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}
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// OpenGL class instance singleton.
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OpenGL gl;
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} // opengl
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} // graphics
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} // love
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