mirror of
https://github.com/love2d/love.git
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d420d68048
Add origin parameters to love.graphics.print. New shear parameters kx,ky for: - love.graphics.draw, - love.graphics.drawq, - love.graphics.print, - SpriteBatch:add, - SpriteBatch:addq. Transform objects apply to: - love.graphics.draw, - love.graphics.drawq, - love.graphics.print.
391 lines
7.7 KiB
C++
391 lines
7.7 KiB
C++
/**
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* Copyright (c) 2006-2011 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 "Image.h"
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// STD
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#include <cstring> // For memcpy
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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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Image::Image(love::image::ImageData * data)
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: width((float)(data->getWidth())), height((float)(data->getHeight())), texture(0)
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{
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data->retain();
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this->data = data;
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memset(vertices, 255, sizeof(vertex)*4);
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vertices[0].x = 0; vertices[0].y = 0;
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vertices[1].x = 0; vertices[1].y = height;
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vertices[2].x = width; vertices[2].y = height;
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vertices[3].x = width; vertices[3].y = 0;
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vertices[0].s = 0; vertices[0].t = 0;
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vertices[1].s = 0; vertices[1].t = 1;
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vertices[2].s = 1; vertices[2].t = 1;
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vertices[3].s = 1; vertices[3].t = 0;
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}
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Image::~Image()
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{
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if(data != 0)
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data->release();
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unload();
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}
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float Image::getWidth() const
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{
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return width;
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}
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float Image::getHeight() const
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{
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return height;
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}
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const vertex * Image::getVertices() const
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{
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return vertices;
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}
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love::image::ImageData * Image::getData() const
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{
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return data;
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}
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void Image::getRectangleVertices(int x, int y, int w, int h, vertex * vertices) const
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{
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// Check upper.
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x = (x+w > (int)width) ? (int)width-w : x;
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y = (y+h > (int)height) ? (int)height-h : y;
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// Check lower.
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x = (x < 0) ? 0 : x;
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y = (y < 0) ? 0 : y;
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vertices[0].x = 0; vertices[0].y = 0;
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vertices[1].x = 0; vertices[1].y = (float)h;
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vertices[2].x = (float)w; vertices[2].y = (float)h;
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vertices[3].x = (float)w; vertices[3].y = 0;
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float tx = (float)x/width;
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float ty = (float)y/height;
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float tw = (float)w/width;
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float th = (float)h/height;
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vertices[0].s = tx; vertices[0].t = ty;
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vertices[1].s = tx; vertices[1].t = ty+th;
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vertices[2].s = tx+tw; vertices[2].t = ty+th;
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vertices[3].s = tx+tw; vertices[3].t = ty;
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}
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void Image::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
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{
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static Matrix t;
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t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
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drawv(t, vertices);
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}
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void Image::drawq(Quad * quad, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky) const
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{
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static Matrix t;
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const vertex * v = quad->getVertices();
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t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
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drawv(t, v);
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}
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void Image::setFilter(Image::Filter f)
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{
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GLint gmin, gmag;
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gmin = gmag = 0; // so that they're not used uninitialized
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switch(f.min)
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{
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case FILTER_LINEAR:
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gmin = GL_LINEAR;
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break;
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case FILTER_NEAREST:
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gmin = GL_NEAREST;
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break;
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default:
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break;
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}
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switch(f.mag)
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{
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case FILTER_LINEAR:
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gmag = GL_LINEAR;
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break;
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case FILTER_NEAREST:
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gmag = GL_NEAREST;
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break;
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default:
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break;
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}
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bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gmin);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gmag);
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}
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Image::Filter Image::getFilter() const
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{
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bind();
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GLint gmin, gmag;
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &gmin);
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &gmag);
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Image::Filter f;
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switch(gmin)
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{
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case GL_NEAREST:
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f.min = FILTER_NEAREST;
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break;
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case GL_LINEAR:
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default:
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f.min = FILTER_LINEAR;
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break;
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}
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switch(gmin)
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{
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case GL_NEAREST:
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f.mag = FILTER_NEAREST;
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break;
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case GL_LINEAR:
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default:
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f.mag = FILTER_LINEAR;
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break;
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}
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return f;
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}
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void Image::setWrap(Image::Wrap w)
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{
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GLint gs, gt;
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switch(w.s)
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{
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case WRAP_CLAMP:
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gs = GL_CLAMP_TO_EDGE;
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break;
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case WRAP_REPEAT:
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default:
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gs = GL_REPEAT;
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break;
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}
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switch(w.t)
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{
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case WRAP_CLAMP:
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gt = GL_CLAMP_TO_EDGE;
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break;
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case WRAP_REPEAT:
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default:
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gt = GL_REPEAT;
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break;
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}
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bind();
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gs);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gt);
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}
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Image::Wrap Image::getWrap() const
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{
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bind();
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GLint gs, gt;
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &gs);
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glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, >);
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Wrap w;
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switch(gs)
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{
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case GL_CLAMP_TO_EDGE:
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w.s = WRAP_CLAMP;
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break;
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case GL_REPEAT:
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default:
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w.s = WRAP_REPEAT;
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break;
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}
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switch(gt)
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{
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case GL_CLAMP_TO_EDGE:
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w.t = WRAP_CLAMP;
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break;
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case GL_REPEAT:
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default:
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w.t = WRAP_REPEAT;
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break;
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}
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return w;
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}
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void Image::bind() const
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{
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if(texture != 0)
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glBindTexture(GL_TEXTURE_2D,texture);
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}
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bool Image::load()
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{
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return loadVolatile();
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}
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void Image::unload()
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{
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return unloadVolatile();
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}
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bool Image::loadVolatile()
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{
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if (GLEE_ARB_texture_non_power_of_two)
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return loadVolatileNPOT();
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else
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return loadVolatilePOT();
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}
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bool Image::loadVolatilePOT()
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{
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glGenTextures(1,(GLuint*)&texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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float p2width = next_p2(width);
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float p2height = next_p2(height);
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float s = width/p2width;
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float t = height/p2height;
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vertices[1].t = t;
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vertices[2].t = t;
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vertices[2].s = s;
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vertices[3].s = s;
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA8,
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(GLsizei)p2width,
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(GLsizei)p2height,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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0);
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glTexSubImage2D(GL_TEXTURE_2D,
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0,
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0,
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0,
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(GLsizei)width,
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(GLsizei)height,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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data->getData());
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setFilter(settings.filter);
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setWrap(settings.wrap);
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return true;
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}
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bool Image::loadVolatileNPOT()
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{
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glGenTextures(1,(GLuint*)&texture);
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glBindTexture(GL_TEXTURE_2D, texture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D,
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0,
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GL_RGBA8,
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(GLsizei)width,
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(GLsizei)height,
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0,
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GL_RGBA,
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GL_UNSIGNED_BYTE,
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data->getData());
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setFilter(settings.filter);
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setWrap(settings.wrap);
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return true;
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}
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void Image::unloadVolatile()
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{
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settings.filter = getFilter();
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settings.wrap = getWrap();
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// Delete the hardware texture.
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if(texture != 0)
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{
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glDeleteTextures(1, (GLuint*)&texture);
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texture = 0;
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}
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}
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void Image::drawv(const Matrix & t, const vertex * v) const
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{
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bind();
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glPushMatrix();
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glMultMatrixf((const GLfloat*)t.getElements());
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glEnableClientState(GL_VERTEX_ARRAY);
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glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&v[0].x);
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glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&v[0].s);
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glDrawArrays(GL_QUADS, 0, 4);
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glDisableClientState(GL_TEXTURE_COORD_ARRAY);
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glDisableClientState(GL_VERTEX_ARRAY);
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glPopMatrix();
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}
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} // opengl
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} // graphics
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} // love
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