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https://github.com/love2d/love.git
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1173 lines
28 KiB
C++
1173 lines
28 KiB
C++
/**
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* Copyright (c) 2006-2012 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 "common/config.h"
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#include "common/math.h"
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#include "common/Vector.h"
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#include "Graphics.h"
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#include "window/sdl/Window.h"
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#include <vector>
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#include <sstream>
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#include <algorithm>
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#include <iterator>
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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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, lineStyle(LINE_SMOOTH)
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, lineWidth(1)
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, matrixLimit(0)
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, userMatrices(0)
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{
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currentWindow = love::window::sdl::Window::getSingleton();
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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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currentWindow->release();
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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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return currentWindow->checkWindowSize(width, height, fullscreen);
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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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s.color = getColor();
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s.backgroundColor = getBackgroundColor();
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s.blendMode = getBlendMode();
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s.colorMode = getColorMode();
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//get line style
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s.lineStyle = lineStyle;
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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);
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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(lineWidth, s.lineStyle);
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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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// Unload 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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uninitializeContext();
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bool success = currentWindow->setWindow(width, height, fullscreen, vsync, fsaa);
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// Regardless of failure, we'll have to set up OpenGL once again.
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width = currentWindow->getWidth();
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height = currentWindow->getHeight();
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// Okay, setup OpenGL.
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initializeContext();
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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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setLineStyle(LINE_SMOOTH);
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glEnable(GL_POINT_SMOOTH);
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glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
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// Enable textures
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glEnable(GL_TEXTURE_2D);
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setActiveTextureUnit(0);
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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 pixel row alignment
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glPixelStorei(GL_UNPACK_ALIGNMENT, 2);
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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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// Get the maximum number of matrices
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// subtract a few to give the engine some room.
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glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &matrixLimit);
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matrixLimit -= 5;
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return success;
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}
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void Graphics::getMode(int &width, int &height, bool &fullscreen, bool &vsync, int &fsaa)
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{
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currentWindow->getWindow(width, height, fullscreen, vsync, fsaa);
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}
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bool Graphics::toggleFullscreen()
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{
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int width, height, fsaa;
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bool fullscreen, vsync;
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currentWindow->getWindow(width, height, fullscreen, vsync, fsaa);
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return setMode(width, height, !fullscreen, vsync, fsaa);
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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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discardStencil();
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Canvas::bindDefaultCanvas();
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Shader::detach();
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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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currentWindow->swapBuffers();
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}
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void Graphics::setIcon(Image *image)
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{
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currentWindow->setIcon(image->getData());
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}
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void Graphics::setCaption(const char *caption)
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{
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std::string title(caption);
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currentWindow->setWindowTitle(title);
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}
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int Graphics::getCaption(lua_State *L)
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{
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std::string title = currentWindow->getWindowTitle();
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lua_pushstring(L, title.c_str());
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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 currentWindow->getWidth();
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}
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int Graphics::getHeight()
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{
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return currentWindow->getHeight();
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}
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int Graphics::getRenderHeight()
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{
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if (Canvas::current)
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return Canvas::current->getHeight();
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return getHeight();
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}
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bool Graphics::isCreated()
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{
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return currentWindow->isCreated();
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}
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int Graphics::getModes(lua_State *L)
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{
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int n;
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love::window::Window::WindowSize **modes = currentWindow->getFullscreenSizes(n);
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if (modes == 0)
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return 0;
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lua_newtable(L);
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for (int i = 0; i < n ; i++)
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{
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lua_pushinteger(L, i+1);
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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]->width);
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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]->height);
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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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delete modes[i];
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}
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delete[] modes;
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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, getRenderHeight() - (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, getRenderHeight() - (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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void Graphics::defineStencil()
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{
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glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
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glEnable(GL_STENCIL_TEST);
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glClear(GL_STENCIL_BUFFER_BIT);
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glStencilFunc(GL_ALWAYS, 1, 1);
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glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
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}
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void Graphics::useStencil(bool invert)
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{
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glStencilFunc(GL_EQUAL, (int)(!invert), 1); // invert ? 0 : 1
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glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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}
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void Graphics::discardStencil()
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{
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glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
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glDisable(GL_STENCIL_TEST);
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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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bool success;
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try
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{
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success = image->load();
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}
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catch(love::Exception &)
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{
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image->release();
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throw;
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}
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if (!success)
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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(float x, float y, float w, float h, float sw, float 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(love::font::Rasterizer *r, const Image::Filter &filter)
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{
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Font *font = new Font(r, filter);
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// Load it and check for errors.
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if (!font)
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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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SpriteBatch *t = NULL;
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try
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{
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t = new SpriteBatch(image, size, usage);
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}
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catch(love::Exception &e)
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{
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if (t) delete t;
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throw e;
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}
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return t;
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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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Canvas *Graphics::newCanvas(int width, int height, Canvas::TextureType texture_type)
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{
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if (texture_type == Canvas::TYPE_HDR && !Canvas::isHdrSupported())
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throw Exception("HDR Canvases are not supported by your OpenGL implementation");
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while (GL_NO_ERROR != glGetError())
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/* clear opengl error flag */;
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Canvas *canvas = new Canvas(width, height, texture_type);
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GLenum err = canvas->getStatus();
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// everything ok, return canvas (early out)
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if (err == GL_FRAMEBUFFER_COMPLETE)
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return canvas;
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// create error message
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std::stringstream error_string;
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error_string << "Cannot create canvas: ";
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switch (err)
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{
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case GL_FRAMEBUFFER_UNSUPPORTED:
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error_string << "Not supported by your OpenGL implementation.";
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break;
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// remaining error codes are highly unlikely:
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case GL_FRAMEBUFFER_UNDEFINED:
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case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
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case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
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case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
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case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
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case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
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error_string << "Error in implementation. Possible fix: Make canvas width and height powers of two.";
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break;
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default:
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// my intel hda card wrongly returns 0 to glCheckFramebufferStatus() but sets
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// no error flag. I think it meant to return GL_FRAMEBUFFER_UNSUPPORTED, but who
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// knows.
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if (glGetError() == GL_NO_ERROR)
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error_string << "May not be supported by your OpenGL implementation.";
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// the remaining error is an indication of a serious fuckup since it should
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// only be returned if glCheckFramebufferStatus() was called with the wrong
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// arguments.
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else
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error_string << "Cannot create canvas: Aliens did it (OpenGL error code: " << glGetError() << ")";
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}
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canvas->release();
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throw Exception(error_string.str().c_str());
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return NULL; // never reached
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}
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Shader *Graphics::newShader(const Shader::ShaderSources &shadersources)
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{
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Shader *shader = NULL;
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try
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{
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shader = new Shader(shadersources);
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}
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catch(love::Exception &)
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{
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if (shader)
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delete shader;
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throw;
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}
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return shader;
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}
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void Graphics::setColor(const 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(const 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, (float)c.a/255.0f);
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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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Font *Graphics::getFont()
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{
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return currentFont;
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}
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void Graphics::setBlendMode(Graphics::BlendMode mode)
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{
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if (GLEE_VERSION_1_4 || GLEE_ARB_imaging)
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{
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if (mode == BLEND_SUBTRACTIVE)
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glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
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else
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glBlendEquation(GL_FUNC_ADD);
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}
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else if (GLEE_EXT_blend_minmax && GLEE_EXT_blend_subtract)
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{
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if (mode == BLEND_SUBTRACTIVE)
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glBlendEquationEXT(GL_FUNC_REVERSE_SUBTRACT_EXT);
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else
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glBlendEquationEXT(GL_FUNC_ADD_EXT);
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}
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else
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{
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if (mode == BLEND_SUBTRACTIVE)
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throw Exception("This graphics card does not support the subtract 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 (mode == BLEND_ALPHA)
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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else if (mode == BLEND_MULTIPLICATIVE)
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glBlendFunc(GL_DST_COLOR, GL_ZERO);
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else if (mode == BLEND_PREMULTIPLIED)
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glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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else if (mode == BLEND_NONE)
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glBlendFunc(GL_ONE, GL_ZERO);
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else // mode == BLEND_ADDITIVE || mode == BLEND_SUBTRACTIVE
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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}
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void Graphics::setColorMode(Graphics::ColorMode 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 if (mode == COLOR_COMBINE)
|
|
{
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_ADD_SIGNED);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_REPLACE);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
|
|
}
|
|
else // mode = COLOR_REPLACE
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
|
}
|
|
|
|
Graphics::BlendMode Graphics::getBlendMode()
|
|
{
|
|
GLint dst, src, equation;
|
|
glGetIntegerv(GL_BLEND_DST, &dst);
|
|
glGetIntegerv(GL_BLEND_SRC, &src);
|
|
glGetIntegerv(GL_BLEND_EQUATION, &equation);
|
|
|
|
if (equation == GL_FUNC_REVERSE_SUBTRACT) // && src == GL_SRC_ALPHA && dst == GL_ONE
|
|
return BLEND_SUBTRACTIVE;
|
|
else if (src == GL_SRC_ALPHA && dst == GL_ONE) // && equation == GL_FUNC_ADD
|
|
return BLEND_ADDITIVE;
|
|
else if (src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) // && equation == GL_FUNC_ADD
|
|
return BLEND_ALPHA;
|
|
else if (src == GL_DST_COLOR && dst == GL_ZERO) // && equation == GL_FUNC_ADD
|
|
return BLEND_MULTIPLICATIVE;
|
|
else if (src == GL_ONE && dst == GL_ONE_MINUS_SRC_ALPHA) // && equation == GL_FUNC_ADD
|
|
return BLEND_PREMULTIPLIED;
|
|
else if (src == GL_ONE && dst == GL_ZERO)
|
|
return BLEND_NONE;
|
|
|
|
return BLEND_MAX_ENUM; // Should never be reached.
|
|
}
|
|
|
|
Graphics::ColorMode Graphics::getColorMode()
|
|
{
|
|
GLint mode;
|
|
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &mode);
|
|
|
|
if (mode == GL_MODULATE)
|
|
return COLOR_MODULATE;
|
|
else if (mode == GL_COMBINE)
|
|
return COLOR_COMBINE;
|
|
else // mode == GL_REPLACE
|
|
return COLOR_REPLACE;
|
|
}
|
|
|
|
void Graphics::setDefaultImageFilter(const Image::Filter &f)
|
|
{
|
|
Image::setDefaultFilter(f);
|
|
}
|
|
|
|
const Image::Filter &Graphics::getDefaultImageFilter() const
|
|
{
|
|
return Image::getDefaultFilter();
|
|
}
|
|
|
|
void Graphics::setLineWidth(float width)
|
|
{
|
|
lineWidth = width;
|
|
}
|
|
|
|
void Graphics::setLineStyle(Graphics::LineStyle style)
|
|
{
|
|
lineStyle = style;
|
|
}
|
|
|
|
void Graphics::setLine(float width, Graphics::LineStyle style)
|
|
{
|
|
setLineWidth(width);
|
|
|
|
if (style == 0)
|
|
return;
|
|
setLineStyle(style);
|
|
}
|
|
|
|
float Graphics::getLineWidth()
|
|
{
|
|
return lineWidth;
|
|
}
|
|
|
|
Graphics::LineStyle Graphics::getLineStyle()
|
|
{
|
|
return lineStyle;
|
|
}
|
|
|
|
void Graphics::setPointSize(float size)
|
|
{
|
|
glPointSize((GLfloat)size);
|
|
}
|
|
|
|
void Graphics::setPointStyle(Graphics::PointStyle style)
|
|
{
|
|
if (style == POINT_SMOOTH)
|
|
glEnable(GL_POINT_SMOOTH);
|
|
else // love::POINT_ROUGH
|
|
glDisable(GL_POINT_SMOOTH);
|
|
}
|
|
|
|
void Graphics::setPoint(float size, Graphics::PointStyle 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;
|
|
}
|
|
|
|
Graphics::PointStyle 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 , float angle, float sx, float sy, float ox, float oy, float kx, float ky)
|
|
{
|
|
if (currentFont != 0)
|
|
{
|
|
std::string text(str);
|
|
currentFont->print(text, x, y, 0.0, angle, sx, sy, ox, oy, kx, ky);
|
|
}
|
|
}
|
|
|
|
void Graphics::printf(const char *str, float x, float y, float wrap, AlignMode align)
|
|
{
|
|
if (currentFont == 0)
|
|
return;
|
|
|
|
using namespace std;
|
|
string text(str);
|
|
vector<string> lines_to_draw = currentFont->getWrap(text, wrap);
|
|
|
|
// now for the actual printing
|
|
vector<string>::const_iterator line_iter, line_end = lines_to_draw.end();
|
|
float letter_spacing = 0.0f;
|
|
for (line_iter = lines_to_draw.begin(); line_iter != line_end; ++line_iter)
|
|
{
|
|
float width = static_cast<float>(currentFont->getWidth(*line_iter));
|
|
switch (align)
|
|
{
|
|
case ALIGN_RIGHT:
|
|
currentFont->print(*line_iter, ceil(x + wrap - width), ceil(y));
|
|
break;
|
|
case ALIGN_CENTER:
|
|
currentFont->print(*line_iter, ceil(x + (wrap - width) / 2), ceil(y));
|
|
break;
|
|
case ALIGN_JUSTIFY:
|
|
if (line_iter->length() > 1 && (line_iter+1) != line_end)
|
|
letter_spacing = (wrap - width) / float(line_iter->length() - 1);
|
|
else
|
|
letter_spacing = 0.0f;
|
|
currentFont->print(*line_iter, ceil(x), ceil(y), letter_spacing);
|
|
break;
|
|
case ALIGN_LEFT:
|
|
default:
|
|
currentFont->print(*line_iter, ceil(x), ceil(y));
|
|
break;
|
|
}
|
|
y += currentFont->getHeight() * currentFont->getLineHeight();
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Primitives
|
|
**/
|
|
|
|
void Graphics::point(float x, float y)
|
|
{
|
|
bindTexture(0);
|
|
glBegin(GL_POINTS);
|
|
glVertex2f(x, y);
|
|
glEnd();
|
|
}
|
|
|
|
// Calculate line boundary points u1 and u2. Sketch:
|
|
// u1
|
|
// -------------+---...___
|
|
// | ```'''-- ---
|
|
// p- - - - - - q- - . _ _ | w/2
|
|
// | ` ' ' r +
|
|
// -------------+---...___ | w/2
|
|
// u2 ```'''-- ---
|
|
//
|
|
// u1 and u2 depend on four things:
|
|
// - the half line width w/2
|
|
// - the previous line vertex p
|
|
// - the current line vertex q
|
|
// - the next line vertex r
|
|
//
|
|
// u1/u2 are the intersection points of the parallel lines to p-q and q-r,
|
|
// i.e. the point where
|
|
//
|
|
// (p + w/2 * n1) + mu * (q - p) = (q + w/2 * n2) + lambda * (r - q) (u1)
|
|
// (p - w/2 * n1) + mu * (q - p) = (q - w/2 * n2) + lambda * (r - q) (u2)
|
|
//
|
|
// with n1,n2 being the normals on the segments p-q and q-r:
|
|
//
|
|
// n1 = perp(q - p) / |q - p|
|
|
// n2 = perp(r - q) / |r - q|
|
|
//
|
|
// The intersection points can be calculated using cramers rule.
|
|
static void pushIntersectionPoints(Vector *vertices, Vector *overdraw,
|
|
int pos, int count, float hw, float overdraw_factor,
|
|
const Vector &p, const Vector &q, const Vector &r)
|
|
{
|
|
// calculate line directions
|
|
Vector s = (q - p);
|
|
Vector t = (r - q);
|
|
|
|
// calculate vertex displacement vectors
|
|
Vector n1 = s.getNormal();
|
|
Vector n2 = t.getNormal();
|
|
n1.normalize();
|
|
n2.normalize();
|
|
float det_norm = n1 ^ n2; // will be close to zero if the angle between the normals is sharp
|
|
n1 *= hw;
|
|
n2 *= hw;
|
|
|
|
// lines parallel -> assume intersection at displacement points
|
|
if (fabs(det_norm) <= .03)
|
|
{
|
|
vertices[pos] = q - n2;
|
|
vertices[pos+1] = q + n2;
|
|
}
|
|
// real intersection -> calculate boundary intersection points with cramers rule
|
|
else
|
|
{
|
|
float det = s ^ t;
|
|
Vector d = n1 - n2;
|
|
Vector b = s - d; // s = q - p
|
|
Vector c = s + d;
|
|
float lambda = (b ^ t) / det;
|
|
float mu = (c ^ t) / det;
|
|
|
|
// ordering for GL_TRIANGLE_STRIP
|
|
vertices[pos] = p + s*mu - n1; // u1
|
|
vertices[pos+1] = p + s*lambda + n1; // u2
|
|
}
|
|
|
|
if (overdraw)
|
|
{
|
|
// displacement of the overdraw vertices
|
|
Vector x = (vertices[pos] - q) * overdraw_factor;
|
|
|
|
overdraw[pos] = vertices[pos];
|
|
overdraw[pos+1] = vertices[pos] + x;
|
|
|
|
overdraw[2*count-pos-2] = vertices[pos+1];
|
|
overdraw[2*count-pos-1] = vertices[pos+1] - x;
|
|
}
|
|
}
|
|
|
|
// precondition:
|
|
// glEnableClientState(GL_VERTEX_ARRAY);
|
|
static void draw_overdraw(Vector *overdraw, size_t count, float pixel_size, bool looping)
|
|
{
|
|
// if not looping, the outer overdraw vertices need to be displaced
|
|
// to cover the line endings, i.e.:
|
|
// +- - - - //- - + +- - - - - //- - - +
|
|
// +-------//-----+ : +-------//-----+ :
|
|
// | core // line | --> : | core // line | :
|
|
// +-----//-------+ : +-----//-------+ :
|
|
// +- - //- - - - + +- - - //- - - - - +
|
|
if (!looping)
|
|
{
|
|
Vector s = overdraw[1] - overdraw[3];
|
|
s.normalize();
|
|
s *= pixel_size;
|
|
overdraw[1] += s;
|
|
overdraw[2*count-1] += s;
|
|
|
|
Vector t = overdraw[count-1] - overdraw[count-3];
|
|
t.normalize();
|
|
t *= pixel_size;
|
|
overdraw[count-1] += t;
|
|
overdraw[count+1] += t;
|
|
|
|
// we need to draw two more triangles to close the
|
|
// overdraw at the line start.
|
|
overdraw[2*count] = overdraw[0];
|
|
overdraw[2*count+1] = overdraw[1];
|
|
}
|
|
|
|
// prepare colors:
|
|
// even indices in overdraw* point to inner vertices => alpha = current-alpha,
|
|
// odd indices point to outer vertices => alpha = 0.
|
|
GLfloat c[4];
|
|
glGetFloatv(GL_CURRENT_COLOR, c);
|
|
|
|
Color *colors = new Color[2*count+2];
|
|
for (size_t i = 0; i < 2*count+2; ++i)
|
|
{
|
|
colors[i] = Color(GLubyte(c[0] * 255.f),
|
|
GLubyte(c[1] * 255.f),
|
|
GLubyte(c[2] * 255.f),
|
|
// avoids branching. equiv to if (i%2 == 1) colors[i].a = 0;
|
|
GLubyte(c[3] * 255.f) * GLubyte(i%2 == 0));
|
|
}
|
|
|
|
// draw faded out line halos
|
|
glEnableClientState(GL_COLOR_ARRAY);
|
|
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
|
|
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *)overdraw);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, 2*count + 2 * int(!looping));
|
|
glDisableClientState(GL_COLOR_ARRAY);
|
|
// "if GL_COLOR_ARRAY is enabled, the value of the current color is
|
|
// undefined after glDrawArrays executes"
|
|
glColor4fv(c);
|
|
|
|
delete[] colors;
|
|
}
|
|
|
|
void Graphics::polyline(const float *coords, size_t count)
|
|
{
|
|
Vector *vertices = new Vector[count]; // two vertices for every line end-point
|
|
Vector *overdraw = NULL;
|
|
|
|
Vector p,q,r;
|
|
bool looping = (coords[0] == coords[count-2]) && (coords[1] == coords[count-1]);
|
|
|
|
float halfwidth = lineWidth/2.f;
|
|
float pixel_size = 1.f;
|
|
float overdraw_factor = .0f;
|
|
|
|
if (lineStyle == LINE_SMOOTH)
|
|
{
|
|
overdraw = new Vector[2*count+2];
|
|
// TODO: is there a better way to get the pixel size at the current scale?
|
|
GLfloat m[16];
|
|
glGetFloatv(GL_MODELVIEW_MATRIX, m);
|
|
float det = m[0]*m[5]*m[10] + m[4]*m[9]*m[2] + m[8]*m[1]*m[6];
|
|
det -= m[2]*m[5]*m[8] + m[6]*m[9]*m[0] + m[10]*m[1]*m[4];
|
|
pixel_size = 1.f / sqrt(det);
|
|
|
|
overdraw_factor = pixel_size / halfwidth;
|
|
halfwidth = std::max(.0f, halfwidth - .25f*pixel_size);
|
|
}
|
|
|
|
// get line vertex boundaries
|
|
// if not looping, extend the line at the beginning, else use last point as `p'
|
|
r = Vector(coords[0], coords[1]);
|
|
if (!looping)
|
|
q = r * 2 - Vector(coords[2], coords[3]);
|
|
else
|
|
q = Vector(coords[count-4], coords[count-3]);
|
|
|
|
for (size_t i = 0; i+3 < count; i += 2)
|
|
{
|
|
p = q;
|
|
q = r;
|
|
r = Vector(coords[i+2], coords[i+3]);
|
|
pushIntersectionPoints(vertices, overdraw, i, count, halfwidth, overdraw_factor, p,q,r);
|
|
}
|
|
|
|
// if not looping, extend the line at the end, else use first point as `r'
|
|
p = q;
|
|
q = r;
|
|
if (!looping)
|
|
r += q - p;
|
|
else
|
|
r = Vector(coords[2], coords[3]);
|
|
pushIntersectionPoints(vertices, overdraw, count-2, count, halfwidth, overdraw_factor, p,q,r);
|
|
// end get line vertex boundaries
|
|
|
|
// draw the core line
|
|
bindTexture(0);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *)vertices);
|
|
glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
|
|
|
|
// draw the line halo (antialiasing)
|
|
if (lineStyle == LINE_SMOOTH)
|
|
draw_overdraw(overdraw, count, pixel_size, looping);
|
|
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
|
|
// cleanup
|
|
delete[] vertices;
|
|
if (lineStyle == LINE_SMOOTH)
|
|
delete[] overdraw;
|
|
}
|
|
|
|
void Graphics::triangle(DrawMode mode, float x1, float y1, float x2, float y2, float x3, float y3)
|
|
{
|
|
float coords[] = { x1,y1, x2,y2, x3,y3, x1,y1 };
|
|
polygon(mode, coords, 4 * 2);
|
|
}
|
|
|
|
void Graphics::rectangle(DrawMode mode, float x, float y, float w, float h)
|
|
{
|
|
quad(mode, x,y, x,y+h, x+w,y+h, x+w,y);
|
|
}
|
|
|
|
void Graphics::quad(DrawMode mode, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4)
|
|
{
|
|
float coords[] = { x1,y1, x2,y2, x3,y3, x4,y4, x1,y1 };
|
|
polygon(mode, coords, 5 * 2);
|
|
}
|
|
|
|
void Graphics::circle(DrawMode mode, float x, float y, float radius, int points)
|
|
{
|
|
float two_pi = static_cast<float>(LOVE_M_PI * 2);
|
|
if (points <= 0) points = 1;
|
|
float angle_shift = (two_pi / points);
|
|
float phi = .0f;
|
|
|
|
float *coords = new float[2 * (points + 1)];
|
|
for (int i = 0; i < points; ++i, phi += angle_shift)
|
|
{
|
|
coords[2*i] = x + radius * cos(phi);
|
|
coords[2*i+1] = y + radius * sin(phi);
|
|
}
|
|
|
|
coords[2*points] = coords[0];
|
|
coords[2*points+1] = coords[1];
|
|
|
|
polygon(mode, coords, (points + 1) * 2);
|
|
|
|
delete[] coords;
|
|
}
|
|
|
|
void Graphics::arc(DrawMode mode, float x, float y, float radius, float angle1, float angle2, int points)
|
|
{
|
|
// Nothing to display with no points or equal angles. (Or is there with line mode?)
|
|
if (points <= 0 || angle1 == angle2)
|
|
return;
|
|
|
|
// Oh, you want to draw a circle?
|
|
if (fabs(angle1 - angle2) >= 2.0f * (float) LOVE_M_PI)
|
|
{
|
|
circle(mode, x, y, radius, points);
|
|
return;
|
|
}
|
|
|
|
float angle_shift = (angle2 - angle1) / points;
|
|
// Bail on precision issues.
|
|
if (angle_shift == 0.0)
|
|
return;
|
|
|
|
float phi = angle1;
|
|
int num_coords = (points + 3) * 2;
|
|
float *coords = new float[num_coords];
|
|
coords[0] = coords[num_coords - 2] = x;
|
|
coords[1] = coords[num_coords - 1] = y;
|
|
|
|
for (int i = 0; i <= points; ++i, phi += angle_shift)
|
|
{
|
|
coords[2 * (i+1)] = x + radius * cos(phi);
|
|
coords[2 * (i+1) + 1] = y + radius * sin(phi);
|
|
}
|
|
|
|
// GL_POLYGON can only fill-draw convex polygons, so we need to do stuff manually here
|
|
if (mode == DRAW_LINE)
|
|
{
|
|
polyline(coords, num_coords); // Artifacts at sharp angles if set to looping.
|
|
}
|
|
else
|
|
{
|
|
bindTexture(0);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *) coords);
|
|
glDrawArrays(GL_TRIANGLE_FAN, 0, points + 2);
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
|
|
delete[] coords;
|
|
}
|
|
|
|
/// @param mode the draw mode
|
|
/// @param coords the coordinate array
|
|
/// @param count the number of coordinates/size of the array
|
|
void Graphics::polygon(DrawMode mode, const float *coords, size_t count)
|
|
{
|
|
// coords is an array of a closed loop of vertices, i.e.
|
|
// coords[count-2] = coords[0], coords[count-1] = coords[1]
|
|
if (mode == DRAW_LINE)
|
|
{
|
|
polyline(coords, count);
|
|
}
|
|
else
|
|
{
|
|
bindTexture(0);
|
|
glEnableClientState(GL_VERTEX_ARRAY);
|
|
glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *)coords);
|
|
glDrawArrays(GL_POLYGON, 0, count/2-1); // opengl will close the polygon for us
|
|
glDisableClientState(GL_VERTEX_ARRAY);
|
|
}
|
|
}
|
|
|
|
love::image::ImageData *Graphics::newScreenshot(love::image::Image *image)
|
|
{
|
|
int w = getWidth();
|
|
int h = getHeight();
|
|
|
|
int row = 4*w;
|
|
|
|
int size = row*h;
|
|
|
|
GLubyte *pixels = new GLubyte[size];
|
|
GLubyte *screenshot = new GLubyte[size];
|
|
|
|
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
// OpenGL sucks and reads pixels from the lower-left. Let's fix that.
|
|
|
|
GLubyte *src = pixels - row, *dst = screenshot + size;
|
|
|
|
for (int i = 0; i < h; ++i)
|
|
{
|
|
memcpy(dst-=row, src+=row, row);
|
|
}
|
|
|
|
love::image::ImageData *img = image->newImageData(w, h, (void *)screenshot);
|
|
|
|
delete [] pixels;
|
|
delete [] screenshot;
|
|
|
|
return img;
|
|
}
|
|
|
|
void Graphics::push()
|
|
{
|
|
if (userMatrices == matrixLimit)
|
|
throw Exception("Maximum stack depth reached. (More pushes than pops?)");
|
|
glPushMatrix();
|
|
++userMatrices;
|
|
}
|
|
|
|
void Graphics::pop()
|
|
{
|
|
if (userMatrices < 1)
|
|
throw Exception("Minimum stack depth reached. (More pops than pushes?)");
|
|
glPopMatrix();
|
|
--userMatrices;
|
|
}
|
|
|
|
void Graphics::rotate(float r)
|
|
{
|
|
glRotatef(LOVE_TODEG(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::shear(float kx, float ky)
|
|
{
|
|
Matrix t;
|
|
t.setShear(kx, ky);
|
|
glMultMatrixf((const GLfloat *)t.getElements());
|
|
}
|
|
|
|
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);
|
|
}
|
|
|
|
bool Graphics::hasFocus()
|
|
{
|
|
return currentWindow->hasFocus();
|
|
}
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|