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https://github.com/love2d/love.git
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690 lines
18 KiB
C++
690 lines
18 KiB
C++
/**
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* Copyright (c) 2006-2015 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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// LOVE
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#include "common/config.h"
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#include "OpenGL.h"
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#include "Shader.h"
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#include "Canvas.h"
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#include "common/Exception.h"
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// C++
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#include <algorithm>
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#include <limits>
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// C
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#include <cstring>
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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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: stats()
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, contextInitialized(false)
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, maxAnisotropy(1.0f)
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, maxTextureSize(0)
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, maxRenderTargets(0)
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, vendor(VENDOR_UNKNOWN)
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, state()
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{
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matrices.transform.reserve(10);
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matrices.projection.reserve(2);
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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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initVendor();
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initMatrices();
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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] * 255;
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state.color.g = glcolor[1] * 255;
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state.color.b = glcolor[2] * 255;
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state.color.a = glcolor[3] * 255;
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// Same with the current clear color.
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glGetFloatv(GL_COLOR_CLEAR_VALUE, glcolor);
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state.clearColor.r = glcolor[0] * 255;
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state.clearColor.g = glcolor[1] * 255;
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state.clearColor.b = glcolor[2] * 255;
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state.clearColor.a = glcolor[3] * 255;
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// Get the current viewport.
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glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
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// And the current scissor - but we need to compensate for GL scissors
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// starting at the bottom left instead of top left.
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glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
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state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
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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 = (int) 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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BlendState blend = {GL_ONE, GL_ONE, GL_ZERO, GL_ZERO, GL_FUNC_ADD};
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setBlendState(blend);
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initMaxValues();
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createDefaultTexture();
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state.lastPseudoInstanceID = -1;
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// Invalidate the cached matrices by setting some elements to NaN.
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float nan = std::numeric_limits<float>::quiet_NaN();
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state.lastProjectionMatrix.setTranslation(nan, nan);
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state.lastTransformMatrix.setTranslation(nan, nan);
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glMatrixMode(GL_MODELVIEW);
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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::initVendor()
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{
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const char *vstr = (const char *) glGetString(GL_VENDOR);
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if (!vstr)
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{
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vendor = VENDOR_UNKNOWN;
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return;
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}
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// http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
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if (strstr(vstr, "ATI Technologies"))
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vendor = VENDOR_ATI_AMD;
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else if (strstr(vstr, "NVIDIA"))
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vendor = VENDOR_NVIDIA;
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else if (strstr(vstr, "Intel"))
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vendor = VENDOR_INTEL;
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else if (strstr(vstr, "Mesa"))
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vendor = VENDOR_MESA_SOFT;
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else if (strstr(vstr, "Apple Computer"))
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vendor = VENDOR_APPLE;
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else if (strstr(vstr, "Microsoft"))
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vendor = VENDOR_MICROSOFT;
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else
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vendor = VENDOR_UNKNOWN;
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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::initMaxValues()
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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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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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if (Canvas::isSupported() && (GLEE_VERSION_2_0 || GLEE_ARB_draw_buffers))
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{
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int maxattachments = 0;
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glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
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int maxdrawbuffers = 0;
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glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
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maxRenderTargets = std::min(maxattachments, maxdrawbuffers);
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}
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else
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maxRenderTargets = 0;
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}
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void OpenGL::initMatrices()
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{
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matrices.transform.clear();
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matrices.projection.clear();
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matrices.transform.push_back(Matrix());
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matrices.projection.push_back(Matrix());
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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::pushTransform()
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{
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matrices.transform.push_back(matrices.transform.back());
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}
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void OpenGL::popTransform()
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{
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matrices.transform.pop_back();
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}
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Matrix &OpenGL::getTransform()
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{
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return matrices.transform.back();
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}
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void OpenGL::prepareDraw()
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{
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Shader *shader = Shader::current;
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if (shader != nullptr)
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{
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// Make sure the active shader has the correct values for its
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// love-provided uniforms.
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shader->checkSetScreenParams();
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// Make sure the Instance ID variable is up-to-date when
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// pseudo-instancing is used.
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if (state.lastPseudoInstanceID != 0 && shader->hasVertexAttrib(ATTRIB_PSEUDO_INSTANCE_ID))
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{
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glVertexAttrib1f((GLuint) ATTRIB_PSEUDO_INSTANCE_ID, 0.0f);
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state.lastPseudoInstanceID = 0;
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}
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// We need to make sure antialiased Canvases are properly resolved
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// before sampling from their textures in a shader.
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// This is kind of a big hack. :(
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for (auto &r : shader->getBoundRetainables())
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{
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// Even bigger hack! D:
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Canvas *canvas = dynamic_cast<Canvas *>(r.second);
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if (canvas != nullptr)
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canvas->resolveMSAA();
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}
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}
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const float *curproj = matrices.projection.back().getElements();
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const float *lastproj = state.lastProjectionMatrix.getElements();
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// We only need to re-upload the projection matrix if it's changed.
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if (memcmp(curproj, lastproj, sizeof(float) * 16) != 0)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(curproj);
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glMatrixMode(GL_MODELVIEW);
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state.lastProjectionMatrix = matrices.projection.back();
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}
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const float *curxform = matrices.transform.back().getElements();
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const float *lastxform = state.lastTransformMatrix.getElements();
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// Same with the transform matrix.
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if (memcmp(curxform, lastxform, sizeof(float) * 16) != 0)
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{
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glLoadMatrixf(curxform);
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state.lastTransformMatrix = matrices.transform.back();
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}
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}
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void OpenGL::drawArrays(GLenum mode, GLint first, GLsizei count)
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{
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glDrawArrays(mode, first, count);
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++stats.drawCalls;
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}
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void OpenGL::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
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{
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glDrawElements(mode, count, type, indices);
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++stats.drawCalls;
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}
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void OpenGL::drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
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{
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Shader *shader = Shader::current;
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if (GLEE_ARB_draw_instanced)
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glDrawArraysInstancedARB(mode, first, count, primcount);
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else
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{
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bool shaderHasID = shader && shader->hasVertexAttrib(ATTRIB_PSEUDO_INSTANCE_ID);
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// Pseudo-instancing fallback.
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for (int i = 0; i < primcount; i++)
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{
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if (shaderHasID)
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glVertexAttrib1f((GLuint) ATTRIB_PSEUDO_INSTANCE_ID, (GLfloat) i);
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glDrawArrays(mode, first, count);
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}
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if (shaderHasID)
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state.lastPseudoInstanceID = primcount - 1;
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}
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++stats.drawCalls;
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}
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void OpenGL::drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount)
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{
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Shader *shader = Shader::current;
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if (GLEE_ARB_draw_instanced)
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glDrawElementsInstancedARB(mode, count, type, indices, primcount);
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else
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{
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bool shaderHasID = shader && shader->hasVertexAttrib(ATTRIB_PSEUDO_INSTANCE_ID);
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// Pseudo-instancing fallback.
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for (int i = 0; i < primcount; i++)
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{
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if (shaderHasID)
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glVertexAttrib1f((GLuint) ATTRIB_PSEUDO_INSTANCE_ID, (GLfloat) i);
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glDrawElements(mode, count, type, indices);
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}
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if (shaderHasID)
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state.lastPseudoInstanceID = primcount - 1;
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}
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++stats.drawCalls;
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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() const
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{
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return state.color;
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}
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void OpenGL::setClearColor(const Color &c)
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{
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glClearColor(c.r / 255.0f, c.g / 255.0f, c.b / 255.0f, c.a / 255.0f);
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state.clearColor = c;
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}
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Color OpenGL::getClearColor() const
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{
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return state.clearColor;
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}
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void OpenGL::setViewport(const OpenGL::Viewport &v)
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{
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glViewport(v.x, v.y, v.w, v.h);
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state.viewport = v;
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// glScissor starts from the lower left, so we compensate when setting the
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// scissor. When the viewport is changed, we need to manually update the
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// scissor again.
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setScissor(state.scissor);
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}
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OpenGL::Viewport OpenGL::getViewport() const
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{
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return state.viewport;
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}
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void OpenGL::setScissor(const OpenGL::Viewport &v)
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{
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if (Canvas::current)
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glScissor(v.x, v.y, v.w, v.h);
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else
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{
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// With no Canvas active, we need to compensate for glScissor starting
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// from the lower left of the viewport instead of the top left.
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glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
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}
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state.scissor = v;
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}
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OpenGL::Viewport OpenGL::getScissor() const
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{
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return state.scissor;
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}
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void OpenGL::setBlendState(const BlendState &blend)
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{
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if (GLEE_VERSION_1_4 || GLEE_ARB_imaging)
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glBlendEquation(blend.func);
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else if (GLEE_EXT_blend_minmax && GLEE_EXT_blend_subtract)
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glBlendEquationEXT(blend.func);
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else
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{
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if (blend.func == GL_FUNC_REVERSE_SUBTRACT)
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throw love::Exception("This graphics card does not support the subtractive blend mode!");
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// GL_FUNC_ADD is the default even without access to glBlendEquation, so that'll still work.
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}
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if (blend.srcRGB == blend.srcA && blend.dstRGB == blend.dstA)
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glBlendFunc(blend.srcRGB, blend.dstRGB);
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else
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{
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if (GLEE_VERSION_1_4)
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glBlendFuncSeparate(blend.srcRGB, blend.dstRGB, blend.srcA, blend.dstA);
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else if (GLEE_EXT_blend_func_separate)
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glBlendFuncSeparateEXT(blend.srcRGB, blend.dstRGB, blend.srcA, blend.dstA);
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else
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throw love::Exception("This graphics card does not support separated rgb and alpha blend functions!");
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}
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state.blend = blend;
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}
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OpenGL::BlendState OpenGL::getBlendState() const
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{
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return state.blend;
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}
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void OpenGL::setTextureUnit(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 is 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])
|
|
{
|
|
int oldtextureunit = state.curTextureUnit;
|
|
setTextureUnit(textureunit);
|
|
|
|
state.textureUnits[textureunit] = texture;
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
|
|
if (restoreprev)
|
|
setTextureUnit(oldtextureunit);
|
|
}
|
|
}
|
|
|
|
void OpenGL::deleteTexture(GLuint texture)
|
|
{
|
|
// glDeleteTextures binds texture 0 to all texture units the deleted texture
|
|
// was bound to before deletion.
|
|
for (GLuint &texid : state.textureUnits)
|
|
{
|
|
if (texid == texture)
|
|
texid = 0;
|
|
}
|
|
|
|
glDeleteTextures(1, &texture);
|
|
}
|
|
|
|
float OpenGL::setTextureFilter(graphics::Texture::Filter &f)
|
|
{
|
|
GLint gmin, gmag;
|
|
|
|
if (f.mipmap == Texture::FILTER_NONE)
|
|
{
|
|
if (f.min == Texture::FILTER_NEAREST)
|
|
gmin = GL_NEAREST;
|
|
else // f.min == Texture::FILTER_LINEAR
|
|
gmin = GL_LINEAR;
|
|
}
|
|
else
|
|
{
|
|
if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_NEAREST)
|
|
gmin = GL_NEAREST_MIPMAP_NEAREST;
|
|
else if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_LINEAR)
|
|
gmin = GL_NEAREST_MIPMAP_LINEAR;
|
|
else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_NEAREST)
|
|
gmin = GL_LINEAR_MIPMAP_NEAREST;
|
|
else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_LINEAR)
|
|
gmin = GL_LINEAR_MIPMAP_LINEAR;
|
|
else
|
|
gmin = GL_LINEAR;
|
|
}
|
|
|
|
|
|
switch (f.mag)
|
|
{
|
|
case Texture::FILTER_NEAREST:
|
|
gmag = GL_NEAREST;
|
|
break;
|
|
case Texture::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);
|
|
|
|
if (GLEE_EXT_texture_filter_anisotropic)
|
|
{
|
|
f.anisotropy = std::min(std::max(f.anisotropy, 1.0f), maxAnisotropy);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, f.anisotropy);
|
|
}
|
|
|
|
return f.anisotropy;
|
|
}
|
|
|
|
void OpenGL::setTextureWrap(const graphics::Texture::Wrap &w)
|
|
{
|
|
auto glWrapMode = [](Texture::WrapMode wmode) -> GLint
|
|
{
|
|
switch (wmode)
|
|
{
|
|
case Texture::WRAP_CLAMP:
|
|
default:
|
|
return GL_CLAMP_TO_EDGE;
|
|
case Texture::WRAP_REPEAT:
|
|
return GL_REPEAT;
|
|
case Texture::WRAP_MIRRORED_REPEAT:
|
|
return GL_MIRRORED_REPEAT;
|
|
}
|
|
};
|
|
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapMode(w.s));
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapMode(w.t));
|
|
}
|
|
|
|
int OpenGL::getMaxTextureSize() const
|
|
{
|
|
return maxTextureSize;
|
|
}
|
|
|
|
int OpenGL::getMaxRenderTargets() const
|
|
{
|
|
return maxRenderTargets;
|
|
}
|
|
|
|
void OpenGL::updateTextureMemorySize(size_t oldsize, size_t newsize)
|
|
{
|
|
int64 memsize = (int64) stats.textureMemory + ((int64 )newsize - (int64) oldsize);
|
|
stats.textureMemory = (size_t) std::max(memsize, (int64) 0);
|
|
}
|
|
|
|
OpenGL::Vendor OpenGL::getVendor() const
|
|
{
|
|
return vendor;
|
|
}
|
|
|
|
const char *OpenGL::debugSeverityString(GLenum severity)
|
|
{
|
|
switch (severity)
|
|
{
|
|
case GL_DEBUG_SEVERITY_HIGH:
|
|
return "high";
|
|
case GL_DEBUG_SEVERITY_MEDIUM:
|
|
return "medium";
|
|
case GL_DEBUG_SEVERITY_LOW:
|
|
return "low";
|
|
default:
|
|
break;
|
|
}
|
|
return "unknown";
|
|
}
|
|
|
|
const char *OpenGL::debugSourceString(GLenum source)
|
|
{
|
|
switch (source)
|
|
{
|
|
case GL_DEBUG_SOURCE_API:
|
|
return "API";
|
|
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
|
|
return "window";
|
|
case GL_DEBUG_SOURCE_SHADER_COMPILER:
|
|
return "shader";
|
|
case GL_DEBUG_SOURCE_THIRD_PARTY:
|
|
return "external";
|
|
case GL_DEBUG_SOURCE_APPLICATION:
|
|
return "LOVE";
|
|
case GL_DEBUG_SOURCE_OTHER:
|
|
return "other";
|
|
default:
|
|
break;
|
|
}
|
|
return "unknown";
|
|
}
|
|
|
|
const char *OpenGL::debugTypeString(GLenum type)
|
|
{
|
|
switch (type)
|
|
{
|
|
case GL_DEBUG_TYPE_ERROR:
|
|
return "error";
|
|
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
|
|
return "deprecated behavior";
|
|
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
|
|
return "undefined behavior";
|
|
case GL_DEBUG_TYPE_PERFORMANCE:
|
|
return "performance";
|
|
case GL_DEBUG_TYPE_PORTABILITY:
|
|
return "portability";
|
|
case GL_DEBUG_TYPE_OTHER:
|
|
return "other";
|
|
default:
|
|
break;
|
|
}
|
|
return "unknown";
|
|
}
|
|
|
|
|
|
// OpenGL class instance singleton.
|
|
OpenGL gl;
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|