mirror of
https://github.com/love2d/love.git
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1266 lines
29 KiB
C++
1266 lines
29 KiB
C++
/**
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* Copyright (c) 2006-2009 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 "Graphics.h"
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// LOVE
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#include <common/config.h>
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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)
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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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// Windows should be centered.
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SDL_putenv("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.r = (GLubyte)(color[0]*255.0f);
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s.color.g = (GLubyte)(color[1]*255.0f);
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s.color.b = (GLubyte)(color[2]*255.0f);
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s.color.a = (GLubyte)(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.r = (GLubyte)(color[0]*255.0f);
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s.backgroundColor.g = (GLubyte)(color[1]*255.0f);
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s.backgroundColor.b = (GLubyte)(color[2]*255.0f);
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s.backgroundColor.a = (GLubyte)(color[3]*255.0f);
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//store modes here
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int 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 the line width (directly to corresponding variable)
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glGetFloatv(GL_LINE_WIDTH, &s.lineWidth);
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//get line style
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s.lineStyle = (glIsEnabled(GL_LINE_SMOOTH) == GL_TRUE) ? Graphics::LINE_SMOOTH : Graphics::LINE_ROUGH;
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//get line stipple
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s.stipple = (glIsEnabled(GL_LINE_SMOOTH) == GL_TRUE) ? true : false;
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if (s.stipple)
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{
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//get the stipple repeat
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glGetIntegerv(GL_LINE_STIPPLE_REPEAT, &s.stippleRepeat);
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//get the stipple pattern
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glGetIntegerv(GL_LINE_STIPPLE_PATTERN, &s.stipplePattern);
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}
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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) ? true : false;
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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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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(s.lineWidth, s.lineStyle);
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if (s.stipple)
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setLineStipple(s.stipplePattern, s.stippleRepeat);
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else
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setLineStipple();
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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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}
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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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// 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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if( currentMode.fullscreen && !fullscreen )
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{
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// Restart.
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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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}
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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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// 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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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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// 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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glEnable(GL_LINE_SMOOTH);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glEnable(GL_POINT_SMOOTH);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
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// TODO:
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//reset();
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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 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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if(!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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return false;
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currentMode.fullscreen = !currentMode.fullscreen;
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return true;
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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::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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if(!image->load())
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{
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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(Data * data, int size)
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{
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Font * font = new TrueTypeFont(data, size);
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// Load it and check for errors.
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if(!font->load())
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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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Font * Graphics::newImageFont(Image * image, const char * glyphs, float spacing)
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{
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Font * font = new ImageFont(image, std::string(glyphs));
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// Load it and check for errors.
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if(!font->load())
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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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void Graphics::setColor(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(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, 1.0f);
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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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void Graphics::setFont( Data * data, int size )
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{
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if(currentFont != 0)
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currentFont->release();
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currentFont = new TrueTypeFont(data, size);
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currentFont->load();
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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( int mode )
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{
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if(mode == BLEND_ADDITIVE)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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else // mode == BLEND_ALPHA
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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}
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void Graphics::setColorMode ( int mode )
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{
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if(mode == COLOR_MODULATE)
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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else // mode = COLOR_REPLACE
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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}
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int Graphics::getBlendMode()
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{
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GLint dst, src;
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glGetIntegerv(GL_BLEND_DST, &dst);
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glGetIntegerv(GL_BLEND_SRC, &src);
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if(src == GL_SRC_ALPHA && dst == GL_ONE)
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return BLEND_ADDITIVE;
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else // src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA
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return BLEND_ALPHA;
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}
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int Graphics::getColorMode()
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{
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GLint mode;
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glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &mode);
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if(mode == GL_MODULATE)
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return COLOR_MODULATE;
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else // // mode == GL_REPLACE
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return COLOR_REPLACE;
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}
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|
|
void Graphics::setLineWidth( float width )
|
|
{
|
|
glLineWidth(width);
|
|
}
|
|
|
|
void Graphics::setLineStyle( int style )
|
|
{
|
|
if(style == LINE_ROUGH)
|
|
glDisable (GL_LINE_SMOOTH);
|
|
else // type == LINE_SMOOTH
|
|
{
|
|
glEnable (GL_LINE_SMOOTH);
|
|
glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);
|
|
}
|
|
}
|
|
|
|
void Graphics::setLine( float width, int style )
|
|
{
|
|
glLineWidth(width);
|
|
|
|
if(style == 0)
|
|
return;
|
|
|
|
if(style == LINE_ROUGH)
|
|
glDisable (GL_LINE_SMOOTH);
|
|
else // type == LINE_SMOOTH
|
|
{
|
|
glEnable (GL_LINE_SMOOTH);
|
|
glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);
|
|
}
|
|
}
|
|
|
|
void Graphics::setLineStipple()
|
|
{
|
|
glDisable(GL_LINE_STIPPLE);
|
|
}
|
|
|
|
void Graphics::setLineStipple(unsigned short pattern, int repeat)
|
|
{
|
|
glEnable(GL_LINE_STIPPLE);
|
|
glLineStipple((GLint)repeat, (GLshort)pattern);
|
|
}
|
|
|
|
float Graphics::getLineWidth()
|
|
{
|
|
float w;
|
|
glGetFloatv(GL_LINE_WIDTH, &w);
|
|
return w;
|
|
}
|
|
|
|
int Graphics::getLineStyle()
|
|
{
|
|
if(glIsEnabled(GL_LINE_SMOOTH) == GL_TRUE)
|
|
return LINE_SMOOTH;
|
|
else
|
|
return LINE_ROUGH;
|
|
}
|
|
|
|
int Graphics::getLineStipple(lua_State * L)
|
|
{
|
|
if(glIsEnabled(GL_LINE_STIPPLE) == GL_FALSE)
|
|
return 0;
|
|
|
|
GLint factor, pattern;
|
|
glGetIntegerv(GL_LINE_STIPPLE_PATTERN, &pattern);
|
|
glGetIntegerv(GL_LINE_STIPPLE_REPEAT, &factor);
|
|
lua_pushinteger(L, pattern);
|
|
lua_pushinteger(L, factor);
|
|
return 2;
|
|
}
|
|
|
|
void Graphics::setPointSize( float size )
|
|
{
|
|
glPointSize((GLfloat)size);
|
|
}
|
|
|
|
void Graphics::setPointStyle( int style )
|
|
{
|
|
if( style == POINT_SMOOTH )
|
|
glEnable(GL_POINT_SMOOTH);
|
|
else // love::POINT_ROUGH
|
|
glDisable(GL_POINT_SMOOTH);
|
|
}
|
|
|
|
void Graphics::setPoint( float size, int 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;
|
|
}
|
|
|
|
int 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 )
|
|
{
|
|
if(currentFont != 0)
|
|
{
|
|
std::string text(str);
|
|
|
|
if(text.find("\n") == std::string::npos)
|
|
currentFont->print(text, x, y);
|
|
else
|
|
{
|
|
int lines = 0;
|
|
text = "";
|
|
|
|
for(unsigned int i = 0; i < strlen(str); i++)
|
|
{
|
|
if(str[i] == '\n')
|
|
{
|
|
currentFont->print(text, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()));
|
|
text = "";
|
|
lines++;
|
|
}
|
|
else
|
|
text += str[i];
|
|
}
|
|
|
|
if(text != "") // Print the last text (if applicable).
|
|
currentFont->print(text, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()));
|
|
}
|
|
}
|
|
}
|
|
|
|
void Graphics::print( const char * str, float x, float y , float angle)
|
|
{
|
|
if(currentFont != 0)
|
|
{
|
|
std::string text(str);
|
|
currentFont->print(text, x, y, angle, 1, 1);
|
|
}
|
|
}
|
|
|
|
void Graphics::print( const char * str, float x, float y , float angle, float s)
|
|
{
|
|
if(currentFont != 0)
|
|
{
|
|
std::string text(str);
|
|
currentFont->print(text, x, y, angle, s, s);
|
|
}
|
|
}
|
|
|
|
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, int align)
|
|
{
|
|
if(currentFont != 0)
|
|
{
|
|
std::string text = "";
|
|
float width = 0;
|
|
float lines = 0;
|
|
|
|
for(unsigned int i = 0; i < strlen(str); i++)
|
|
{
|
|
if(str[i] == '\n')
|
|
{
|
|
switch(align)
|
|
{
|
|
case ALIGN_LEFT:
|
|
currentFont->print(text, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
|
|
break;
|
|
|
|
case ALIGN_RIGHT:
|
|
currentFont->print(text, (x + (wrap - currentFont->getWidth(text))), y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
|
|
break;
|
|
|
|
case ALIGN_CENTER:
|
|
currentFont->print(text, ceil(x + ((wrap - currentFont->getWidth(text)) / 2)), ceil(y + (lines * currentFont->getHeight() * currentFont->getLineHeight())) );
|
|
break;
|
|
|
|
default: // A copy of the left align code. Kept separate in case an error message is wanted.
|
|
currentFont->print(text, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
|
|
break;
|
|
}
|
|
|
|
text = "";
|
|
width = 0;
|
|
lines++;
|
|
}
|
|
else
|
|
{
|
|
width += currentFont->getWidth(str[i]);
|
|
|
|
if(width > wrap && text.find(" ") != std::string::npos) // If there doesn't exist a space, then ignore the wrap limit.
|
|
{
|
|
// Seek back to the nearest space and print that.
|
|
unsigned int space = (unsigned int)text.find_last_of(' ');
|
|
std::string temp = text.substr(0, space);
|
|
|
|
switch(align)
|
|
{
|
|
case ALIGN_LEFT:
|
|
currentFont->print(temp, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
|
|
break;
|
|
|
|
case ALIGN_RIGHT:
|
|
currentFont->print(temp, (x + (wrap - currentFont->getWidth(temp))), y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
|
|
break;
|
|
|
|
case ALIGN_CENTER:
|
|
currentFont->print(temp, ceil(x + ((wrap - currentFont->getWidth(temp)) / 2)), ceil(y + (lines * currentFont->getHeight() * currentFont->getLineHeight())) );
|
|
break;
|
|
|
|
default: // A copy of the left align code. Kept separate in case an error message is wanted.
|
|
currentFont->print(temp, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
|
|
break;
|
|
}
|
|
|
|
text = text.substr(space + 1);
|
|
width = currentFont->getWidth(text);
|
|
lines++;
|
|
}
|
|
|
|
text += str[i];
|
|
}
|
|
} // for
|
|
|
|
if(text != "") // Print the last text (if applicable).
|
|
{
|
|
switch(align)
|
|
{
|
|
case ALIGN_LEFT:
|
|
currentFont->print(text, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
|
|
break;
|
|
|
|
case ALIGN_RIGHT:
|
|
currentFont->print(text, (x + (wrap - currentFont->getWidth(text))), y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
|
|
break;
|
|
|
|
case ALIGN_CENTER:
|
|
currentFont->print(text, ceil(x + ((wrap - currentFont->getWidth(text)) / 2)), ceil(y + (lines * currentFont->getHeight() * currentFont->getLineHeight())) );
|
|
break;
|
|
|
|
default: // A copy of the left align code. Kept separate in case an error message is wanted.
|
|
currentFont->print(text, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()));
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Primitives
|
|
**/
|
|
|
|
void Graphics::point( float x, float y )
|
|
{
|
|
glDisable(GL_TEXTURE_2D);
|
|
glBegin(GL_POINTS);
|
|
glVertex2f(x, y);
|
|
glEnd();
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
void Graphics::line( float x1, float y1, float x2, float y2 )
|
|
{
|
|
glDisable(GL_TEXTURE_2D);
|
|
glPushMatrix();
|
|
glBegin(GL_LINES);
|
|
glVertex2f(x1, y1);
|
|
glVertex2f(x2, y2);
|
|
glEnd();
|
|
glPopMatrix();
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
void Graphics::triangle( int type, float x1, float y1, float x2, float y2, float x3, float y3 )
|
|
{
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glPushMatrix();
|
|
|
|
switch(type)
|
|
{
|
|
case DRAW_LINE:
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(x1, y1);
|
|
glVertex2f(x2, y2);
|
|
glVertex2f(x3, y3);
|
|
glEnd();
|
|
break;
|
|
|
|
default:
|
|
case DRAW_FILL:
|
|
glBegin(GL_TRIANGLES);
|
|
glVertex2f(x1, y1);
|
|
glVertex2f(x2, y2);
|
|
glVertex2f(x3, y3);
|
|
glEnd();
|
|
break;
|
|
}
|
|
|
|
glPopMatrix();
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_CULL_FACE);
|
|
}
|
|
|
|
void Graphics::rectangle( int type, float x, float y, float w, float h )
|
|
{
|
|
glDisable(GL_TEXTURE_2D);
|
|
glPushMatrix();
|
|
|
|
switch(type)
|
|
{
|
|
case DRAW_LINE:
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(x, y);
|
|
glVertex2f(x, y+h);
|
|
glVertex2f(x+w, y+h);
|
|
glVertex2f(x+w, y);
|
|
glEnd();
|
|
break;
|
|
|
|
default:
|
|
case DRAW_FILL:
|
|
glBegin(GL_QUADS);
|
|
glVertex2f(x, y);
|
|
glVertex2f(x, y+h);
|
|
glVertex2f(x+w, y+h);
|
|
glVertex2f(x+w, y);
|
|
glEnd();
|
|
break;
|
|
}
|
|
|
|
glPopMatrix();
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
void Graphics::quad( int type, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4 )
|
|
{
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_TEXTURE_2D);
|
|
glPushMatrix();
|
|
|
|
switch(type)
|
|
{
|
|
case DRAW_LINE:
|
|
glBegin(GL_LINE_LOOP);
|
|
glVertex2f(x1, y1);
|
|
glVertex2f(x2, y2);
|
|
glVertex2f(x3, y3);
|
|
glVertex2f(x4, y4);
|
|
glEnd();
|
|
break;
|
|
|
|
default:
|
|
case DRAW_FILL:
|
|
glBegin(GL_QUADS);
|
|
glVertex2f(x1, y1);
|
|
glVertex2f(x2, y2);
|
|
glVertex2f(x3, y3);
|
|
glVertex2f(x4, y4);
|
|
glEnd();
|
|
break;
|
|
}
|
|
|
|
glPopMatrix();
|
|
glEnable(GL_TEXTURE_2D);
|
|
glEnable(GL_CULL_FACE);
|
|
}
|
|
|
|
void Graphics::circle( int type, float x, float y, float radius, int points )
|
|
{
|
|
float two_pi = 3.14159265f * 2;
|
|
if(points <= 0) points = 1;
|
|
float angle_shift = (two_pi / points);
|
|
|
|
glDisable(GL_TEXTURE_2D);
|
|
glPushMatrix();
|
|
|
|
glTranslatef(x, y, 0.0f);
|
|
|
|
switch(type)
|
|
{
|
|
case DRAW_LINE:
|
|
glBegin(GL_LINE_LOOP);
|
|
|
|
for(float i = 0; i < two_pi; i+= angle_shift)
|
|
glVertex2f(radius * sin(i),radius * cos(i));
|
|
|
|
glEnd();
|
|
break;
|
|
|
|
default:
|
|
case DRAW_FILL:
|
|
glBegin(GL_TRIANGLE_FAN);
|
|
|
|
for(float i = 0; i < two_pi; i+= angle_shift)
|
|
glVertex2f(radius * sin(i),radius * cos(i));
|
|
|
|
glEnd();
|
|
break;
|
|
}
|
|
|
|
glPopMatrix();
|
|
glEnable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
int Graphics::polygon( lua_State * L )
|
|
{
|
|
// Get number of params.
|
|
int n = lua_gettop(L);
|
|
|
|
// Need at least two params.
|
|
if( n < 2 )
|
|
return luaL_error(L, "Error: function needs at least two parameters.");
|
|
|
|
// The first one MUST be a number.
|
|
if( !lua_isnumber(L, 1) )
|
|
return luaL_error(L, "Error: first parameter must be a number.");
|
|
|
|
// Get rendering mode. (line/fill)
|
|
int mode = (int)lua_tonumber(L, 1);
|
|
|
|
// Get the type of the second argument.
|
|
int luatype = lua_type(L, 2);
|
|
|
|
// Perform additional type checking.
|
|
switch(luatype)
|
|
{
|
|
case LUA_TNUMBER:
|
|
if( n-1 < 6 ) return luaL_error(L, "Error: function requires at least 3 vertices.");
|
|
if( ((n-1)%2) != 0 ) return luaL_error(L, "Error: number of vertices must be a multiple of two.");
|
|
break;
|
|
case LUA_TTABLE:
|
|
if( (lua_objlen(L, 2)%2) != 0 ) return luaL_error(L, "Error: number of vertices must be a multiple of two.");
|
|
break;
|
|
default:
|
|
return luaL_error(L, "Error: number type or table expected.");
|
|
}
|
|
|
|
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glBegin((mode==DRAW_LINE) ? GL_LINE_LOOP : GL_POLYGON);
|
|
|
|
switch(luatype)
|
|
{
|
|
case LUA_TNUMBER:
|
|
for(int i = 2; i<n; i+=2)
|
|
glVertex2f((GLfloat)lua_tonumber(L, i), (GLfloat)lua_tonumber(L, i+1));
|
|
break;
|
|
case LUA_TTABLE:
|
|
lua_pushnil(L);
|
|
while (true)
|
|
{
|
|
if(lua_next(L, 2) == 0) break;
|
|
GLfloat x = (GLfloat)lua_tonumber(L, -1);
|
|
lua_pop(L, 1); // pop value
|
|
if(lua_next(L, 2) == 0) break;
|
|
GLfloat y = (GLfloat)lua_tonumber(L, -1);
|
|
lua_pop(L, 1); // pop value
|
|
glVertex2f(x, y);
|
|
}
|
|
break;
|
|
}
|
|
|
|
glEnd();
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glEnable(GL_TEXTURE_2D);
|
|
|
|
return 0;
|
|
}
|
|
|
|
int Graphics::polygong( lua_State * L )
|
|
{
|
|
// Get number of params.
|
|
int n = lua_gettop(L);
|
|
|
|
// Need at least two params.
|
|
if( n < 2 )
|
|
return luaL_error(L, "Error: function needs at least two parameters.");
|
|
|
|
// The first one MUST be a number.
|
|
if( !lua_isnumber(L, 1) )
|
|
return luaL_error(L, "Error: first parameter must be a number.");
|
|
|
|
int vertc = 0, colorc = 0;
|
|
|
|
if( n == 3 )
|
|
{
|
|
if((!lua_istable(L, 2) || !lua_istable(L, 3)))
|
|
return luaL_error(L, "Error: two tables expected.");
|
|
vertc = (int)lua_objlen(L, 2);
|
|
colorc = (int)lua_objlen(L, 3);
|
|
if( (vertc <= 0 || colorc <= 0))
|
|
return luaL_error(L, "Error: empty table.");
|
|
}
|
|
|
|
// Get rendering mode. (line/fill)
|
|
int mode = (int)lua_tonumber(L, 1);
|
|
GLenum glmode = (mode==DRAW_LINE) ? GL_LINE_LOOP : GL_POLYGON;
|
|
|
|
// Get the type of the second argument.
|
|
int luatype = lua_type(L, 2);
|
|
|
|
if(!(luatype == LUA_TTABLE || luatype == LUA_TNUMBER))
|
|
return luaL_error(L, "Error: expected number or table values.");
|
|
|
|
glPushAttrib(GL_CURRENT_BIT);
|
|
glDisable(GL_CULL_FACE);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
switch(luatype)
|
|
{
|
|
case LUA_TTABLE:
|
|
|
|
if( n == 2 )
|
|
{
|
|
glBegin(glmode);
|
|
lua_pushnil(L);
|
|
while(true)
|
|
{
|
|
if(lua_next(L, 2) == 0) break;
|
|
GLfloat x = (GLfloat)lua_tonumber(L, -1);
|
|
lua_pop(L, 1);
|
|
if(lua_next(L, 2) == 0) break;
|
|
GLfloat y = (GLfloat)lua_tonumber(L, -1);
|
|
lua_pop(L, 1);
|
|
if(lua_next(L, 2) == 0) break;
|
|
GLubyte r = (GLubyte)lua_tonumber(L, -1);
|
|
lua_pop(L, 1);
|
|
if(lua_next(L, 2) == 0) break;
|
|
GLubyte g = (GLubyte)lua_tonumber(L, -1);
|
|
lua_pop(L, 1);
|
|
if(lua_next(L, 2) == 0) break;
|
|
GLubyte b = (GLubyte)lua_tonumber(L, -1);
|
|
lua_pop(L, 1);
|
|
if(lua_next(L, 2) == 0) break;
|
|
GLubyte a = (GLubyte)lua_tonumber(L, -1);
|
|
lua_pop(L, 1);
|
|
glColor4ub(r, g, b, a);
|
|
glVertex2f(x, y);
|
|
}
|
|
glEnd();
|
|
}
|
|
else if(n == 3)
|
|
{
|
|
// Allocate memory.
|
|
GLfloat * verts = new GLfloat[vertc];
|
|
GLubyte * colors = new GLubyte[colorc];
|
|
int verti = 0, colori = 0;
|
|
|
|
// Get verts.
|
|
lua_pushnil(L);
|
|
while(lua_next(L, 2))
|
|
{
|
|
verts[verti++] = (GLfloat)lua_tonumber(L, -1);
|
|
lua_pop(L, 1);
|
|
}
|
|
|
|
// Get colors.
|
|
lua_pushnil(L);
|
|
while(lua_next(L, 3))
|
|
{
|
|
colors[colori++] = (GLubyte)lua_tonumber(L, -1);
|
|
lua_pop(L, 1);
|
|
}
|
|
|
|
glEnable(GL_VERTEX_ARRAY);
|
|
glEnable(GL_COLOR_ARRAY);
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
|
|
glVertexPointer(2, GL_FLOAT, 0, verts);
|
|
glDrawArrays(glmode, 0, (GLint)(vertc/2));
|
|
glDisable(GL_VERTEX_ARRAY);
|
|
glDisable(GL_COLOR_ARRAY);
|
|
delete [] verts;
|
|
delete [] colors;
|
|
}
|
|
|
|
break;
|
|
case LUA_TNUMBER:
|
|
// Assume params to be packed like this: x, y, r, g, b, a, x, y, r, ...
|
|
glBegin(glmode);
|
|
for(int i = 2; i < (n-1); i+=6)
|
|
{
|
|
glColor4ub((GLubyte)lua_tonumber(L, i+2), (GLubyte)lua_tonumber(L, i+3), (GLubyte)lua_tonumber(L, i+4), (GLubyte)lua_tonumber(L, i+5));
|
|
glVertex2f((GLfloat)lua_tonumber(L, i), (GLfloat)lua_tonumber(L, i+1));
|
|
}
|
|
glEnd();
|
|
break;
|
|
}
|
|
|
|
glEnable(GL_CULL_FACE);
|
|
glEnable(GL_TEXTURE_2D);
|
|
glPopAttrib();
|
|
|
|
|
|
return 0;
|
|
}
|
|
|
|
bool Graphics::screenshot(love::filesystem::File * file)
|
|
{
|
|
// TODO: update this.
|
|
/*
|
|
int w = getWidth();
|
|
int h = getHeight();
|
|
|
|
// Declare some storage.
|
|
GLubyte * pixels = new GLubyte[3*w*h];
|
|
GLubyte * screenshot = new GLubyte[3*w*h];
|
|
ILuint image;
|
|
|
|
// Read the pixels on the screen.
|
|
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
ilGenImages(1, &image);
|
|
ilBindImage(image);
|
|
ilTexImage(w, h, 1, 3, IL_RGB, IL_UNSIGNED_BYTE, (ILvoid*)pixels);
|
|
|
|
delete [] pixels;
|
|
|
|
// Create the image.
|
|
ilSaveL(IL_BMP, screenshot, 3*w*h);
|
|
|
|
bool success = true;
|
|
|
|
if(file->open())
|
|
{
|
|
if(!file->write((const char *)screenshot, 3*w*h))
|
|
success = false;
|
|
file->close();
|
|
}
|
|
else
|
|
success = false;
|
|
|
|
delete [] screenshot;
|
|
ilDeleteImages(1, &image);
|
|
*/
|
|
|
|
return false;
|
|
}
|
|
|
|
void Graphics::push()
|
|
{
|
|
glPushMatrix();
|
|
}
|
|
|
|
void Graphics::pop()
|
|
{
|
|
glPopMatrix();
|
|
}
|
|
|
|
void Graphics::rotate(float r)
|
|
{
|
|
glRotatef(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);
|
|
}
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|