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love/src/modules/graphics/opengl/Graphics.cpp
T

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/**
* Copyright (c) 2006-2009 LOVE Development Team
*
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose,
* including commercial applications, and to alter it and redistribute it
* freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. If you use this software
* in a product, an acknowledgment in the product documentation would be
* appreciated but is not required.
* 2. Altered source versions must be plainly marked as such, and must not be
* misrepresented as being the original software.
* 3. This notice may not be removed or altered from any source distribution.
**/
#include "Graphics.h"
// LOVE
#include <common/config.h>
#include <image/devil/Image.h>
// IL
#include <IL/ilu.h>
namespace love
{
namespace graphics
{
namespace opengl
{
Graphics::Graphics()
: currentFont(0)
{
// Indicates that there is no screen
// created yet.
currentMode.width = 0;
currentMode.height = 0;
// Windows should be centered.
SDL_putenv("SDL_VIDEO_CENTERED=center");
if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
throw Exception(SDL_GetError());
}
Graphics::~Graphics()
{
if(currentFont != 0)
currentFont->release();
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
const char * Graphics::getName() const
{
return "love.graphics.opengl";
}
bool Graphics::checkMode(int width, int height, bool fullscreen)
{
Uint32 sdlflags = fullscreen ? (SDL_OPENGL | SDL_FULLSCREEN) : SDL_OPENGL;
// Check if mode is supported
int bpp = SDL_VideoModeOK(width, height, 32, sdlflags);
return (bpp >= 16);
}
DisplayState Graphics::saveState()
{
DisplayState s;
//create a table in which to store the color data in float format, before converting it
float color[4];
//get the color
glGetFloatv(GL_CURRENT_COLOR, color);
s.color.r = (GLubyte)(color[0]*255.0f);
s.color.g = (GLubyte)(color[1]*255.0f);
s.color.b = (GLubyte)(color[2]*255.0f);
s.color.a = (GLubyte)(color[3]*255.0f);
//get the background color
glGetFloatv(GL_COLOR_CLEAR_VALUE, color);
s.backgroundColor.r = (GLubyte)(color[0]*255.0f);
s.backgroundColor.g = (GLubyte)(color[1]*255.0f);
s.backgroundColor.b = (GLubyte)(color[2]*255.0f);
s.backgroundColor.a = (GLubyte)(color[3]*255.0f);
//store modes here
int mode;
//get blend mode
glGetIntegerv(GL_BLEND_DST, &mode);
//following syntax seems better than if-else every time
s.blendMode = (mode == GL_ONE) ? Graphics::BLEND_ADDITIVE : Graphics::BLEND_ALPHA;
//get color mode
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &mode);
s.colorMode = (mode == GL_MODULATE) ? Graphics::COLOR_MODULATE : Graphics::COLOR_REPLACE;
//get the line width (directly to corresponding variable)
glGetFloatv(GL_LINE_WIDTH, &s.lineWidth);
//get line style
s.lineStyle = (glIsEnabled(GL_LINE_SMOOTH) == GL_TRUE) ? Graphics::LINE_SMOOTH : Graphics::LINE_ROUGH;
//get line stipple
s.stipple = (glIsEnabled(GL_LINE_SMOOTH) == GL_TRUE) ? true : false;
if (s.stipple)
{
//get the stipple repeat
glGetIntegerv(GL_LINE_STIPPLE_REPEAT, &s.stippleRepeat);
//get the stipple pattern
glGetIntegerv(GL_LINE_STIPPLE_PATTERN, &s.stipplePattern);
}
//get the point size
glGetFloatv(GL_POINT_SIZE, &s.pointSize);
//get point style
s.pointStyle = (glIsEnabled(GL_POINT_SMOOTH) == GL_TRUE) ? Graphics::POINT_SMOOTH : Graphics::POINT_ROUGH;
//get scissor status
s.scissor = (glIsEnabled(GL_SCISSOR_TEST) == GL_TRUE) ? true : false;
//do we have scissor, if so, store the box
if (s.scissor)
glGetIntegerv(GL_SCISSOR_BOX, s.scissorBox);
return s;
}
void Graphics::restoreState(const DisplayState & s)
{
setColor(s.color);
setBackgroundColor(s.backgroundColor);
setBlendMode(s.blendMode);
setColorMode(s.colorMode);
setLine(s.lineWidth, s.lineStyle);
if (s.stipple)
setLineStipple(s.stipplePattern, s.stippleRepeat);
else
setLineStipple();
setPoint(s.pointSize, s.pointStyle);
if (s.scissor)
setScissor(s.scissorBox[0], s.scissorBox[1], s.scissorBox[2], s.scissorBox[3]);
else
setScissor();
}
bool Graphics::setMode(int width, int height, bool fullscreen, bool vsync, int fsaa)
{
// This operation destroys the OpenGL context, so
// we must save the state.
DisplayState tempState;
if (isCreated())
tempState = saveState();
// Unlad all volatile objects. These must be reloaded after
// the display mode change.
Volatile::unloadAll();
// Get caption.
// Special case for fullscreen -> windowed. Windows XP did not
// work well with "normal" display mode change in this case.
// The application window does leave fullscreen, but the desktop
// resolution does not revert to the correct one. Restarting the
// SDL video subsystem does the trick, though.
if( currentMode.fullscreen && !fullscreen )
{
// Restart.
SDL_QuitSubSystem(SDL_INIT_VIDEO);
if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
{
std::cout << "Could not init SDL_VIDEO: " << SDL_GetError() << std::endl;
return false;
}
}
// Set caption.
// Set GL attributes
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, (vsync ? 1 : 0));
// FSAA
if(fsaa > 0)
{
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 ) ;
SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, fsaa ) ;
}
// Fullscreen?
Uint32 sdlflags = fullscreen ? (SDL_OPENGL | SDL_FULLSCREEN) : SDL_OPENGL;
// Have SDL set the video mode.
if(SDL_SetVideoMode(width, height, 32, sdlflags ) == 0)
{
std::cerr << "Could not set video mode: " << SDL_GetError() << std::endl;
return false;
}
// Check if FSAA failed or not
if(fsaa > 0)
{
GLint buffers;
GLint samples;
glGetIntegerv( GL_SAMPLE_BUFFERS_ARB, & buffers ) ;
glGetIntegerv( GL_SAMPLES_ARB, & samples ) ;
// Don't fail because of this, but issue a warning.
if ( ! buffers || (samples != fsaa))
std::cerr << "Warning, quality setting failed! (Result: buffers: " << buffers << ", samples: " << samples << std::endl;
}
// Okay, setup OpenGL.
// Enable blending
glEnable(GL_BLEND);
// "Normal" blending
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// Enable line/point smoothing.
glEnable(GL_LINE_SMOOTH);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_POINT_SMOOTH);
glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
// TODO:
//reset();
// Enable textures
glEnable(GL_TEXTURE_2D);
// Set the viewport to top-left corner
glViewport(0,0, width, height);
// Reset the projection matrix
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
// Set up orthographic view (no depth)
glOrtho(0.0, width, height,0.0, -1.0, 1.0);
// Reset modelview matrix
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
// Set the new display mode as the current display mode.
currentMode.width = width;
currentMode.height = height;
currentMode.colorDepth = 32;
currentMode.fsaa = fsaa;
currentMode.fullscreen = fullscreen;
currentMode.vsync = vsync;
// Reload all volatile objects.
if(!Volatile::loadAll())
std::cerr << "Could not reload all volatile objects." << std::endl;
// Restore the display state.
restoreState(tempState);
return true;
}
bool Graphics::toggleFullscreen()
{
// Try to do the change.
if(!setMode(currentMode.width,
currentMode.height,
!currentMode.fullscreen,
currentMode.vsync,
currentMode.fsaa))
return false;
currentMode.fullscreen = !currentMode.fullscreen;
return true;
}
void Graphics::reset()
{
DisplayState s;
restoreState(s);
}
void Graphics::clear()
{
glClear(GL_COLOR_BUFFER_BIT);
glLoadIdentity();
}
void Graphics::present()
{
SDL_GL_SwapBuffers();
}
void Graphics::setCaption(const char * caption)
{
SDL_WM_SetCaption(caption, 0);
}
int Graphics::getCaption(lua_State * L)
{
char * title = 0;
SDL_WM_GetCaption(&title, 0);
lua_pushstring(L, title);
return 1;
}
int Graphics::getWidth()
{
return currentMode.width;
}
int Graphics::getHeight()
{
return currentMode.height;
}
bool Graphics::isCreated()
{
return (currentMode.width > 0) || (currentMode.height > 0);
}
int Graphics::getModes(lua_State * L)
{
SDL_Rect ** modes = SDL_ListModes(0, SDL_OPENGL | SDL_FULLSCREEN);
if(modes == (SDL_Rect **)0 || modes == (SDL_Rect **)-1)
return 0;
int index = 1;
lua_newtable(L);
for(int i=0;modes[i];++i)
{
lua_pushinteger(L, index);
lua_newtable(L);
// Inner table attribs.
lua_pushstring(L, "width");
lua_pushinteger(L, modes[i]->w);
lua_settable(L, -3);
lua_pushstring(L, "height");
lua_pushinteger(L, modes[i]->h);
lua_settable(L, -3);
// Inner table attribs end.
lua_settable(L, -3);
index++;
}
return 1;
}
void Graphics::setScissor(int x, int y, int width, int height)
{
glEnable(GL_SCISSOR_TEST);
glScissor(x, getHeight() - (y + height), width, height); // Compensates for the fact that our y-coordinate is reverse of OpenGLs.
}
void Graphics::setScissor()
{
glDisable(GL_SCISSOR_TEST);
}
int Graphics::getScissor(lua_State * L)
{
if(glIsEnabled(GL_SCISSOR_TEST) == GL_FALSE)
return 0;
GLint scissor[4];
glGetIntegerv(GL_SCISSOR_BOX, scissor);
lua_pushnumber(L, scissor[0]);
lua_pushnumber(L, getHeight() - (scissor[1] + scissor[3])); // Compensates for the fact that our y-coordinate is reverse of OpenGLs.
lua_pushnumber(L, scissor[2]);
lua_pushnumber(L, scissor[3]);
return 4;
}
Image * Graphics::newImage(love::image::ImageData * data)
{
// Create the image.
Image * image = new Image(data);
bool success;
try {
success = image->load();
} catch (love::Exception & e) {
image->release();
throw love::Exception(e.what());
}
if (!success) {
image->release();
return 0;
}
return image;
}
Quad * Graphics::newQuad(int x, int y, int w, int h, int sw, int sh)
{
Quad::Viewport v;
v.x = x;
v.y = y;
v.w = w;
v.h = h;
return new Quad(v, sw, sh);
}
Font * Graphics::newFont(Data * data, int size)
{
Font * font = new TrueTypeFont(data, size);
// Load it and check for errors.
if(!font->load())
{
delete font;
return 0;
}
return font;
}
Font * Graphics::newImageFont(Image * image, const char * glyphs, float spacing)
{
Font * font = new ImageFont(image, std::string(glyphs));
// Load it and check for errors.
if(!font->load())
{
delete font;
return 0;
}
return font;
}
SpriteBatch * Graphics::newSpriteBatch(Image * image, int size, int usage)
{
return new SpriteBatch(image, size, usage);
}
ParticleSystem * Graphics::newParticleSystem(Image * image, int size)
{
return new ParticleSystem(image, size);
}
void Graphics::setColor(Color c)
{
glColor4ubv(&c.r);
}
Color Graphics::getColor()
{
float c[4];
glGetFloatv(GL_CURRENT_COLOR, c);
Color t;
t.r = (unsigned char)(255.0f*c[0]);
t.g = (unsigned char)(255.0f*c[1]);
t.b = (unsigned char)(255.0f*c[2]);
t.a = (unsigned char)(255.0f*c[3]);
return t;
}
void Graphics::setBackgroundColor(Color c)
{
glClearColor((float)c.r/255.0f, (float)c.g/255.0f, (float)c.b/255.0f, 1.0f);
}
Color Graphics::getBackgroundColor()
{
float c[4];
glGetFloatv(GL_COLOR_CLEAR_VALUE, c);
Color t;
t.r = (unsigned char)(255.0f*c[0]);
t.g = (unsigned char)(255.0f*c[1]);
t.b = (unsigned char)(255.0f*c[2]);
t.a = (unsigned char)(255.0f*c[3]);
return t;
}
void Graphics::setFont( Font * font )
{
if(currentFont != 0)
currentFont->release();
currentFont = font;
if(font != 0)
currentFont->retain();
}
void Graphics::setFont( Data * data, int size )
{
if(currentFont != 0)
currentFont->release();
currentFont = new TrueTypeFont(data, size);
currentFont->load();
}
Font * Graphics::getFont()
{
return currentFont;
}
void Graphics::setBlendMode( int mode )
{
if(mode == BLEND_ADDITIVE)
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
else // mode == BLEND_ALPHA
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
void Graphics::setColorMode ( int mode )
{
if(mode == COLOR_MODULATE)
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
else // mode = COLOR_REPLACE
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
int Graphics::getBlendMode()
{
GLint dst, src;
glGetIntegerv(GL_BLEND_DST, &dst);
glGetIntegerv(GL_BLEND_SRC, &src);
if(src == GL_SRC_ALPHA && dst == GL_ONE)
return BLEND_ADDITIVE;
else // src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA
return BLEND_ALPHA;
}
int Graphics::getColorMode()
{
GLint mode;
glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &mode);
if(mode == GL_MODULATE)
return COLOR_MODULATE;
else // // mode == GL_REPLACE
return COLOR_REPLACE;
}
void Graphics::setLineWidth( float width )
{
glLineWidth(width);
}
void Graphics::setLineStyle( int style )
{
if(style == LINE_ROUGH)
glDisable (GL_LINE_SMOOTH);
else // type == LINE_SMOOTH
{
glEnable (GL_LINE_SMOOTH);
glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);
}
}
void Graphics::setLine( float width, int style )
{
glLineWidth(width);
if(style == 0)
return;
if(style == LINE_ROUGH)
glDisable (GL_LINE_SMOOTH);
else // type == LINE_SMOOTH
{
glEnable (GL_LINE_SMOOTH);
glHint (GL_LINE_SMOOTH_HINT, GL_NICEST);
}
}
void Graphics::setLineStipple()
{
glDisable(GL_LINE_STIPPLE);
}
void Graphics::setLineStipple(unsigned short pattern, int repeat)
{
glEnable(GL_LINE_STIPPLE);
glLineStipple((GLint)repeat, (GLshort)pattern);
}
float Graphics::getLineWidth()
{
float w;
glGetFloatv(GL_LINE_WIDTH, &w);
return w;
}
int Graphics::getLineStyle()
{
if(glIsEnabled(GL_LINE_SMOOTH) == GL_TRUE)
return LINE_SMOOTH;
else
return LINE_ROUGH;
}
int Graphics::getLineStipple(lua_State * L)
{
if(glIsEnabled(GL_LINE_STIPPLE) == GL_FALSE)
return 0;
GLint factor, pattern;
glGetIntegerv(GL_LINE_STIPPLE_PATTERN, &pattern);
glGetIntegerv(GL_LINE_STIPPLE_REPEAT, &factor);
lua_pushinteger(L, pattern);
lua_pushinteger(L, factor);
return 2;
}
void Graphics::setPointSize( float size )
{
glPointSize((GLfloat)size);
}
void Graphics::setPointStyle( int style )
{
if( style == POINT_SMOOTH )
glEnable(GL_POINT_SMOOTH);
else // love::POINT_ROUGH
glDisable(GL_POINT_SMOOTH);
}
void Graphics::setPoint( float size, int style )
{
if( style == POINT_SMOOTH )
glEnable(GL_POINT_SMOOTH);
else // POINT_ROUGH
glDisable(GL_POINT_SMOOTH);
glPointSize((GLfloat)size);
}
float Graphics::getPointSize()
{
GLfloat size;
glGetFloatv(GL_POINT_SIZE, &size);
return (float)size;
}
int Graphics::getPointStyle()
{
if(glIsEnabled(GL_POINT_SMOOTH) == GL_TRUE)
return POINT_SMOOTH;
else
return POINT_ROUGH;
}
int Graphics::getMaxPointSize()
{
GLint max;
glGetIntegerv(GL_POINT_SIZE_MAX, &max);
return (int)max;
}
void Graphics::print( const char * str, float x, float y )
{
if(currentFont != 0)
{
std::string text(str);
if(text.find("\n") == std::string::npos)
currentFont->print(text, x, y);
else
{
int lines = 0;
text = "";
for(unsigned int i = 0; i < strlen(str); i++)
{
if(str[i] == '\n')
{
currentFont->print(text, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()));
text = "";
lines++;
}
else
text += str[i];
}
if(text != "") // Print the last text (if applicable).
currentFont->print(text, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()));
}
}
}
void Graphics::print( const char * str, float x, float y , float angle)
{
if(currentFont != 0)
{
std::string text(str);
currentFont->print(text, x, y, angle, 1, 1);
}
}
void Graphics::print( const char * str, float x, float y , float angle, float s)
{
if(currentFont != 0)
{
std::string text(str);
currentFont->print(text, x, y, angle, s, s);
}
}
void Graphics::print( const char * str, float x, float y , float angle, float sx, float sy)
{
if(currentFont != 0)
{
std::string text(str);
currentFont->print(text, x, y, angle, sx, sy);
}
}
void Graphics::printf( const char * str, float x, float y, float wrap, int align)
{
if(currentFont != 0)
{
std::string text = "";
float width = 0;
float lines = 0;
for(unsigned int i = 0; i < strlen(str); i++)
{
if(str[i] == '\n')
{
switch(align)
{
case ALIGN_LEFT:
currentFont->print(text, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
break;
case ALIGN_RIGHT:
currentFont->print(text, (x + (wrap - currentFont->getWidth(text))), y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
break;
case ALIGN_CENTER:
currentFont->print(text, ceil(x + ((wrap - currentFont->getWidth(text)) / 2)), ceil(y + (lines * currentFont->getHeight() * currentFont->getLineHeight())) );
break;
default: // A copy of the left align code. Kept separate in case an error message is wanted.
currentFont->print(text, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
break;
}
text = "";
width = 0;
lines++;
}
else
{
width += currentFont->getWidth(str[i]);
if(width > wrap && text.find(" ") != std::string::npos) // If there doesn't exist a space, then ignore the wrap limit.
{
// Seek back to the nearest space and print that.
unsigned int space = (unsigned int)text.find_last_of(' ');
std::string temp = text.substr(0, space);
switch(align)
{
case ALIGN_LEFT:
currentFont->print(temp, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
break;
case ALIGN_RIGHT:
currentFont->print(temp, (x + (wrap - currentFont->getWidth(temp))), y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
break;
case ALIGN_CENTER:
currentFont->print(temp, ceil(x + ((wrap - currentFont->getWidth(temp)) / 2)), ceil(y + (lines * currentFont->getHeight() * currentFont->getLineHeight())) );
break;
default: // A copy of the left align code. Kept separate in case an error message is wanted.
currentFont->print(temp, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
break;
}
text = text.substr(space + 1);
width = currentFont->getWidth(text);
lines++;
}
text += str[i];
}
} // for
if(text != "") // Print the last text (if applicable).
{
switch(align)
{
case ALIGN_LEFT:
currentFont->print(text, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
break;
case ALIGN_RIGHT:
currentFont->print(text, (x + (wrap - currentFont->getWidth(text))), y + (lines * currentFont->getHeight() * currentFont->getLineHeight()) );
break;
case ALIGN_CENTER:
currentFont->print(text, ceil(x + ((wrap - currentFont->getWidth(text)) / 2)), ceil(y + (lines * currentFont->getHeight() * currentFont->getLineHeight())) );
break;
default: // A copy of the left align code. Kept separate in case an error message is wanted.
currentFont->print(text, x, y + (lines * currentFont->getHeight() * currentFont->getLineHeight()));
break;
}
}
}
}
/**
* Primitives
**/
void Graphics::point( float x, float y )
{
glDisable(GL_TEXTURE_2D);
glBegin(GL_POINTS);
glVertex2f(x, y);
glEnd();
glEnable(GL_TEXTURE_2D);
}
void Graphics::line( float x1, float y1, float x2, float y2 )
{
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glBegin(GL_LINES);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glEnd();
glPopMatrix();
glEnable(GL_TEXTURE_2D);
}
void Graphics::triangle( int type, float x1, float y1, float x2, float y2, float x3, float y3 )
{
glDisable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glPushMatrix();
switch(type)
{
case DRAW_LINE:
glBegin(GL_LINE_LOOP);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glVertex2f(x3, y3);
glEnd();
break;
default:
case DRAW_FILL:
glBegin(GL_TRIANGLES);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glVertex2f(x3, y3);
glEnd();
break;
}
glPopMatrix();
glEnable(GL_TEXTURE_2D);
glEnable(GL_CULL_FACE);
}
void Graphics::rectangle( int type, float x, float y, float w, float h )
{
glDisable(GL_TEXTURE_2D);
glPushMatrix();
switch(type)
{
case DRAW_LINE:
glBegin(GL_LINE_LOOP);
glVertex2f(x, y);
glVertex2f(x, y+h);
glVertex2f(x+w, y+h);
glVertex2f(x+w, y);
glEnd();
break;
default:
case DRAW_FILL:
glBegin(GL_QUADS);
glVertex2f(x, y);
glVertex2f(x, y+h);
glVertex2f(x+w, y+h);
glVertex2f(x+w, y);
glEnd();
break;
}
glPopMatrix();
glEnable(GL_TEXTURE_2D);
}
void Graphics::quad( int type, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4 )
{
glDisable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glPushMatrix();
switch(type)
{
case DRAW_LINE:
glBegin(GL_LINE_LOOP);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glVertex2f(x3, y3);
glVertex2f(x4, y4);
glEnd();
break;
default:
case DRAW_FILL:
glBegin(GL_QUADS);
glVertex2f(x1, y1);
glVertex2f(x2, y2);
glVertex2f(x3, y3);
glVertex2f(x4, y4);
glEnd();
break;
}
glPopMatrix();
glEnable(GL_TEXTURE_2D);
glEnable(GL_CULL_FACE);
}
void Graphics::circle( int type, float x, float y, float radius, int points )
{
float two_pi = 3.14159265f * 2;
if(points <= 0) points = 1;
float angle_shift = (two_pi / points);
glDisable(GL_TEXTURE_2D);
glPushMatrix();
glTranslatef(x, y, 0.0f);
switch(type)
{
case DRAW_LINE:
glBegin(GL_LINE_LOOP);
for(float i = 0; i < two_pi; i+= angle_shift)
glVertex2f(radius * sin(i),radius * cos(i));
glEnd();
break;
default:
case DRAW_FILL:
glBegin(GL_TRIANGLE_FAN);
for(float i = 0; i < two_pi; i+= angle_shift)
glVertex2f(radius * sin(i),radius * cos(i));
glEnd();
break;
}
glPopMatrix();
glEnable(GL_TEXTURE_2D);
}
int Graphics::polygon( lua_State * L )
{
// Get number of params.
int n = lua_gettop(L);
// Need at least two params.
if( n < 2 )
return luaL_error(L, "Error: function needs at least two parameters.");
// The first one MUST be a number.
if( !lua_isnumber(L, 1) )
return luaL_error(L, "Error: first parameter must be a number.");
// Get rendering mode. (line/fill)
int mode = (int)lua_tonumber(L, 1);
// Get the type of the second argument.
int luatype = lua_type(L, 2);
// Perform additional type checking.
switch(luatype)
{
case LUA_TNUMBER:
if( n-1 < 6 ) return luaL_error(L, "Error: function requires at least 3 vertices.");
if( ((n-1)%2) != 0 ) return luaL_error(L, "Error: number of vertices must be a multiple of two.");
break;
case LUA_TTABLE:
if( (lua_objlen(L, 2)%2) != 0 ) return luaL_error(L, "Error: number of vertices must be a multiple of two.");
break;
default:
return luaL_error(L, "Error: number type or table expected.");
}
glDisable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
glBegin((mode==DRAW_LINE) ? GL_LINE_LOOP : GL_POLYGON);
switch(luatype)
{
case LUA_TNUMBER:
for(int i = 2; i<n; i+=2)
glVertex2f((GLfloat)lua_tonumber(L, i), (GLfloat)lua_tonumber(L, i+1));
break;
case LUA_TTABLE:
lua_pushnil(L);
while (true)
{
if(lua_next(L, 2) == 0) break;
GLfloat x = (GLfloat)lua_tonumber(L, -1);
lua_pop(L, 1); // pop value
if(lua_next(L, 2) == 0) break;
GLfloat y = (GLfloat)lua_tonumber(L, -1);
lua_pop(L, 1); // pop value
glVertex2f(x, y);
}
break;
}
glEnd();
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
return 0;
}
int Graphics::polygong( lua_State * L )
{
// Get number of params.
int n = lua_gettop(L);
// Need at least two params.
if( n < 2 )
return luaL_error(L, "Error: function needs at least two parameters.");
// The first one MUST be a number.
if( !lua_isnumber(L, 1) )
return luaL_error(L, "Error: first parameter must be a number.");
int vertc = 0, colorc = 0;
if( n == 3 )
{
if((!lua_istable(L, 2) || !lua_istable(L, 3)))
return luaL_error(L, "Error: two tables expected.");
vertc = (int)lua_objlen(L, 2);
colorc = (int)lua_objlen(L, 3);
if( (vertc <= 0 || colorc <= 0))
return luaL_error(L, "Error: empty table.");
}
// Get rendering mode. (line/fill)
int mode = (int)lua_tonumber(L, 1);
GLenum glmode = (mode==DRAW_LINE) ? GL_LINE_LOOP : GL_POLYGON;
// Get the type of the second argument.
int luatype = lua_type(L, 2);
if(!(luatype == LUA_TTABLE || luatype == LUA_TNUMBER))
return luaL_error(L, "Error: expected number or table values.");
glPushAttrib(GL_CURRENT_BIT);
glDisable(GL_CULL_FACE);
glDisable(GL_TEXTURE_2D);
switch(luatype)
{
case LUA_TTABLE:
if( n == 2 )
{
glBegin(glmode);
lua_pushnil(L);
while(true)
{
if(lua_next(L, 2) == 0) break;
GLfloat x = (GLfloat)lua_tonumber(L, -1);
lua_pop(L, 1);
if(lua_next(L, 2) == 0) break;
GLfloat y = (GLfloat)lua_tonumber(L, -1);
lua_pop(L, 1);
if(lua_next(L, 2) == 0) break;
GLubyte r = (GLubyte)lua_tonumber(L, -1);
lua_pop(L, 1);
if(lua_next(L, 2) == 0) break;
GLubyte g = (GLubyte)lua_tonumber(L, -1);
lua_pop(L, 1);
if(lua_next(L, 2) == 0) break;
GLubyte b = (GLubyte)lua_tonumber(L, -1);
lua_pop(L, 1);
if(lua_next(L, 2) == 0) break;
GLubyte a = (GLubyte)lua_tonumber(L, -1);
lua_pop(L, 1);
glColor4ub(r, g, b, a);
glVertex2f(x, y);
}
glEnd();
}
else if(n == 3)
{
// Allocate memory.
GLfloat * verts = new GLfloat[vertc];
GLubyte * colors = new GLubyte[colorc];
int verti = 0, colori = 0;
// Get verts.
lua_pushnil(L);
while(lua_next(L, 2))
{
verts[verti++] = (GLfloat)lua_tonumber(L, -1);
lua_pop(L, 1);
}
// Get colors.
lua_pushnil(L);
while(lua_next(L, 3))
{
colors[colori++] = (GLubyte)lua_tonumber(L, -1);
lua_pop(L, 1);
}
glEnable(GL_VERTEX_ARRAY);
glEnable(GL_COLOR_ARRAY);
glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors);
glVertexPointer(2, GL_FLOAT, 0, verts);
glDrawArrays(glmode, 0, (GLint)(vertc/2));
glDisable(GL_VERTEX_ARRAY);
glDisable(GL_COLOR_ARRAY);
delete [] verts;
delete [] colors;
}
break;
case LUA_TNUMBER:
// Assume params to be packed like this: x, y, r, g, b, a, x, y, r, ...
glBegin(glmode);
for(int i = 2; i < (n-1); i+=6)
{
glColor4ub((GLubyte)lua_tonumber(L, i+2), (GLubyte)lua_tonumber(L, i+3), (GLubyte)lua_tonumber(L, i+4), (GLubyte)lua_tonumber(L, i+5));
glVertex2f((GLfloat)lua_tonumber(L, i), (GLfloat)lua_tonumber(L, i+1));
}
glEnd();
break;
}
glEnable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glPopAttrib();
return 0;
}
love::image::ImageData * Graphics::newScreenshot(lua_State * L)
{
int w = getWidth();
int h = getHeight();
love::image::devil::Image * i = new love::image::devil::Image();
love::image::ImageData * img = i->newImageData(w, h);
GLubyte * pixels = new GLubyte[4*w*h];
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
try {
img = i->newImageData(w, h, pixels);
} catch (Exception & e) {
luaL_error(L, e.what());
}
// the screenshot is upside down, let's fix this
iluFlipImage();
delete [] pixels;
return img;
// TODO: update this.
/*
int w = getWidth();
int h = getHeight();
// Declare some storage.
GLubyte * pixels = new GLubyte[3*w*h];
GLubyte * screenshot = new GLubyte[3*w*h];
ILuint image;
// Read the pixels on the screen.
glReadPixels(0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, pixels);
ilGenImages(1, &image);
ilBindImage(image);
ilTexImage(w, h, 1, 3, IL_RGB, IL_UNSIGNED_BYTE, (ILvoid*)pixels);
delete [] pixels;
// Create the image.
ilSaveL(IL_BMP, screenshot, 3*w*h);
bool success = true;
if(file->open())
{
if(!file->write((const char *)screenshot, 3*w*h))
success = false;
file->close();
}
else
success = false;
delete [] screenshot;
ilDeleteImages(1, &image);
*/
return false;
}
void Graphics::push()
{
glPushMatrix();
}
void Graphics::pop()
{
glPopMatrix();
}
void Graphics::rotate(float r)
{
glRotatef(r, 0, 0, 1);
}
void Graphics::scale(float x, float y)
{
glScalef(x, y, 1);
}
void Graphics::translate(float x, float y)
{
glTranslatef(x, y, 0);
}
void Graphics::drawTest(Image * image, float x, float y, float a, float sx, float sy, float ox, float oy)
{
image->bind();
// Buffer for transforming the image.
vertex buf[4];
Matrix t;
t.translate(x, y);
t.rotate(a);
t.scale(sx, sy);
t.translate(ox, oy);
t.transform(buf, image->getVertices(), 4);
const vertex * vertices = image->getVertices();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&buf[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&vertices[0].s);
glDrawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
}
} // opengl
} // graphics
} // love