mirror of
https://github.com/love2d/love.git
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1509 lines
36 KiB
C++
1509 lines
36 KiB
C++
/**
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* Copyright (c) 2006-2015 LOVE Development Team
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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* 3. This notice may not be removed or altered from any source distribution.
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**/
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// LOVE
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#include "common/config.h"
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#include "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 "font/Font.h"
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#include "Polyline.h"
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// C++
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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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// C
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#include <cmath>
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#include <cstdio>
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#ifdef LOVE_IOS
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#include <SDL_syswm.h>
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#endif
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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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: width(0)
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, height(0)
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, created(false)
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, active(true)
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, writingToStencil(false)
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{
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gl = OpenGL();
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states.reserve(10);
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states.push_back(DisplayState());
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currentWindow = love::window::sdl::Window::createSingleton();
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int w, h;
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love::window::WindowSettings wsettings;
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currentWindow->getWindow(w, h, wsettings);
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if (currentWindow->isCreated())
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setMode(w, h, wsettings.sRGB);
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}
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Graphics::~Graphics()
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{
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// We do this manually so the love objects get released before the window.
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states.clear();
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defaultFont.set(nullptr);
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if (Shader::defaultShader)
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{
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Shader::defaultShader->release();
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Shader::defaultShader = nullptr;
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}
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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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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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setLineWidth(s.lineWidth);
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setLineStyle(s.lineStyle);
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setLineJoin(s.lineJoin);
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setPointSize(s.pointSize);
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if (s.scissor)
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setScissor(s.scissorBox.x, s.scissorBox.y, s.scissorBox.w, s.scissorBox.h);
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else
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setScissor();
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setStencilTest(s.stencilTest, s.stencilInvert);
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setFont(s.font.get());
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setShader(s.shader.get());
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setCanvas(s.canvases);
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setColorMask(s.colorMask);
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setWireframe(s.wireframe);
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setDefaultFilter(s.defaultFilter);
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setDefaultMipmapFilter(s.defaultMipmapFilter, s.defaultMipmapSharpness);
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}
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void Graphics::restoreStateChecked(const DisplayState &s)
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{
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const DisplayState &cur = states.back();
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if (*(uint32 *) &s.color.r != *(uint32 *) &cur.color.r)
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setColor(s.color);
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if (*(uint32 *) &s.backgroundColor.r != *(uint32 *) &cur.backgroundColor.r)
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setBackgroundColor(s.backgroundColor);
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if (s.blendMode != cur.blendMode)
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setBlendMode(s.blendMode);
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// These are just simple assignments.
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setLineWidth(s.lineWidth);
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setLineStyle(s.lineStyle);
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setLineJoin(s.lineJoin);
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if (s.pointSize != cur.pointSize)
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setPointSize(s.pointSize);
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if (s.scissor != cur.scissor || (s.scissor && !(s.scissorBox == cur.scissorBox)))
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{
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if (s.scissor)
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setScissor(s.scissorBox.x, s.scissorBox.y, s.scissorBox.w, s.scissorBox.h);
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else
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setScissor();
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}
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if (s.stencilTest != cur.stencilTest || s.stencilInvert != cur.stencilInvert)
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setStencilTest(s.stencilTest, s.stencilInvert);
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setFont(s.font.get());
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setShader(s.shader.get());
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bool canvaseschanged = s.canvases.size() != cur.canvases.size();
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for (size_t i = 0; i < s.canvases.size() && i < cur.canvases.size(); i++)
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{
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if (s.canvases[i].get() != cur.canvases[i].get())
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{
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canvaseschanged = true;
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break;
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}
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}
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if (canvaseschanged)
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setCanvas(s.canvases);
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if (s.colorMask != cur.colorMask)
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setColorMask(s.colorMask);
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if (s.wireframe != cur.wireframe)
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setWireframe(s.wireframe);
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setDefaultFilter(s.defaultFilter);
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setDefaultMipmapFilter(s.defaultMipmapFilter, s.defaultMipmapSharpness);
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}
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void Graphics::checkSetDefaultFont()
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{
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// We don't create or set the default Font if an existing font is in use.
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if (states.back().font.get() != nullptr)
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return;
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// Create a new default font if we don't have one yet.
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if (!defaultFont.get())
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{
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font::Font *fontmodule = Module::getInstance<font::Font>(M_FONT);
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if (!fontmodule)
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throw love::Exception("Font module has not been loaded.");
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StrongRef<font::Rasterizer> r(fontmodule->newTrueTypeRasterizer(12, font::TrueTypeRasterizer::HINTING_NORMAL));
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r->release();
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defaultFont.set(newFont(r.get()));
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defaultFont->release();
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}
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states.back().font.set(defaultFont.get());
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}
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void Graphics::setViewportSize(int width, int height)
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{
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this->width = width;
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this->height = height;
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if (!isCreated())
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return;
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// We want to affect the main screen, not any Canvas that's currently active
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// (not that any *should* be active when this is called.)
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std::vector<StrongRef<Canvas>> canvases = states.back().canvases;
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setCanvas();
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// Set the viewport to top-left corner.
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gl.setViewport({0, 0, width, height});
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// If a canvas was bound before this function was called, it needs to be
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// made aware of the new system viewport size.
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Canvas::systemViewport = gl.getViewport();
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// Set up the projection matrix
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gl.matrices.projection.back() = Matrix::ortho(0.0, (float) width, (float) height, 0.0);
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// Restore the previously active Canvas.
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setCanvas(canvases);
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}
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bool Graphics::setMode(int width, int height, bool &sRGB)
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{
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this->width = width;
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this->height = height;
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// Okay, setup OpenGL.
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gl.initContext();
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gl.setupContext();
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created = true;
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setViewportSize(width, height);
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// Enable blending
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glEnable(GL_BLEND);
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// Auto-generated mipmaps should be the best quality possible
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glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
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if (!GLAD_ES_VERSION_2_0)
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{
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// Make sure antialiasing works when set elsewhere
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glEnable(GL_MULTISAMPLE);
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// Enable texturing
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glEnable(GL_TEXTURE_2D);
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}
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gl.setTextureUnit(0);
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// Set pixel row alignment
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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// Set whether drawing converts input from linear -> sRGB colorspace.
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if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
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|| GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB)
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{
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if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
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{
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if (sRGB)
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glEnable(GL_FRAMEBUFFER_SRGB);
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else
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glDisable(GL_FRAMEBUFFER_SRGB);
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}
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}
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else
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sRGB = false;
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Canvas::screenHasSRGB = sRGB;
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bool enabledebug = false;
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if (GLAD_VERSION_3_0)
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{
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// Enable OpenGL's debug output if a debug context has been created.
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GLint flags = 0;
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glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
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enabledebug = (flags & GL_CONTEXT_FLAG_DEBUG_BIT) != 0;
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}
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setDebug(enabledebug);
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// Reload all volatile objects.
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if (!Volatile::loadAll())
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::printf("Could not reload all volatile objects.\n");
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// Restore the graphics state.
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restoreState(states.back());
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pixel_size_stack.clear();
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pixel_size_stack.reserve(5);
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pixel_size_stack.push_back(1);
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// We always need a default shader.
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if (!Shader::defaultShader)
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{
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Renderer renderer = GLAD_ES_VERSION_2_0 ? RENDERER_OPENGLES : RENDERER_OPENGL;
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Shader::defaultShader = newShader(Shader::defaultCode[renderer]);
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}
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// A shader should always be active, but the default shader shouldn't be
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// returned by getShader(), so we don't do setShader(defaultShader).
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if (!Shader::current)
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Shader::defaultShader->attach();
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return true;
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}
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void Graphics::unSetMode()
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{
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if (!isCreated())
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return;
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// Unload all volatile objects. These must be reloaded after the display
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// mode change.
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Volatile::unloadAll();
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gl.deInitContext();
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created = false;
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}
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void Graphics::setActive(bool enable)
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{
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// Make sure all pending OpenGL commands have fully executed before
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// returning, if we're going from active to inactive.
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if (isCreated() && this->active && !enable)
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glFinish();
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active = enable;
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}
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bool Graphics::isActive() const
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{
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// The graphics module is only completely 'active' if there's a window, a
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// context, and the active variable is set.
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return active && isCreated() && currentWindow && currentWindow->isCreated();
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}
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static void APIENTRY debugCB(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei /*len*/, const GLchar *msg, const GLvoid* /*usr*/)
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{
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// Human-readable strings for the debug info.
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const char *sourceStr = OpenGL::debugSourceString(source);
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const char *typeStr = OpenGL::debugTypeString(type);
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const char *severityStr = OpenGL::debugSeverityString(severity);
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const char *fmt = "OpenGL: %s [source=%s, type=%s, severity=%s, id=%d]\n";
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printf(fmt, msg, sourceStr, typeStr, severityStr, id);
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}
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void Graphics::setDebug(bool enable)
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{
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// Make sure debug output is supported. The AMD ext. is a bit different
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// so we don't make use of it, since AMD drivers now support KHR_debug.
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if (!(GLAD_VERSION_4_3 || GLAD_KHR_debug || GLAD_ARB_debug_output))
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return;
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// TODO: We don't support GL_KHR_debug in GLES yet.
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if (GLAD_ES_VERSION_2_0)
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return;
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// Ugly hack to reduce code duplication.
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if (GLAD_ARB_debug_output && !(GLAD_VERSION_4_3 || GLAD_KHR_debug))
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{
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fp_glDebugMessageCallback = (pfn_glDebugMessageCallback) fp_glDebugMessageCallbackARB;
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fp_glDebugMessageControl = (pfn_glDebugMessageControl) fp_glDebugMessageControlARB;
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}
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if (!enable)
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{
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// Disable the debug callback function.
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glDebugMessageCallback(nullptr, nullptr);
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// We can disable debug output entirely with KHR_debug.
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if (GLAD_VERSION_4_3 || GLAD_KHR_debug)
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glDisable(GL_DEBUG_OUTPUT);
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return;
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}
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// We don't want asynchronous debug output.
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glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
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glDebugMessageCallback(debugCB, nullptr);
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// Initially, enable everything.
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glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
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// Disable messages about deprecated OpenGL functionality.
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glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
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glDebugMessageControl(GL_DEBUG_SOURCE_SHADER_COMPILER, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
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if (GLAD_VERSION_4_3 || GLAD_KHR_debug)
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glEnable(GL_DEBUG_OUTPUT);
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::printf("OpenGL debug output enabled (LOVE_GRAPHICS_DEBUG=1)\n");
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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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drawToStencilBuffer(false);
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restoreState(s);
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origin();
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}
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void Graphics::clear(Color c)
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{
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glClearColor(c.r / 255.0f, c.g / 255.0f, c.b / 255.0f, c.a / 255.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void Graphics::clear(const std::vector<Color> &colors)
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{
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if (colors.size() == 0)
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return;
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if (states.back().canvases.size() == 0)
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return clear(colors[0]);
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if (colors.size() != states.back().canvases.size())
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throw love::Exception("Number of clear colors must match the number of active canvases (%ld)", states.back().canvases.size());
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std::vector<GLenum> bufs;
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for (int i = 0; i < (int) colors.size(); i++)
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{
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const GLfloat c[] = {colors[i].r/255.f, colors[i].g/255.f, colors[i].b/255.f, colors[i].a/255.f};
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if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0)
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glClearBufferfv(GL_COLOR, i, c);
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else
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{
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bufs.push_back(GL_COLOR_ATTACHMENT0 + i);
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glDrawBuffer(GL_COLOR_ATTACHMENT0 + i);
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glClearColor(c[0], c[1], c[2], c[3]);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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}
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glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Revert to the expected draw buffers once we're done, if glClearBuffer
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// wasn't supported.
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if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0))
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{
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if (bufs.size() > 1)
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glDrawBuffers((int) bufs.size(), &bufs[0]);
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else
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glDrawBuffer(GL_COLOR_ATTACHMENT0);
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}
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}
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void Graphics::discard(const std::vector<bool> &colorbuffers, bool stencil)
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{
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if (!(GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0 || GLAD_EXT_discard_framebuffer))
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return;
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std::vector<GLenum> attachments;
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attachments.reserve(colorbuffers.size());
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// glDiscardFramebuffer uses different attachment enums for the default FBO.
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if (!Canvas::current && gl.getDefaultFBO() == 0)
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{
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if (colorbuffers.size() > 0 && colorbuffers[0])
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attachments.push_back(GL_COLOR);
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if (stencil)
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{
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attachments.push_back(GL_STENCIL);
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attachments.push_back(GL_DEPTH);
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}
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}
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else
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{
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int activecanvascount = (int) states.back().canvases.size();
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for (int i = 0; i < (int) colorbuffers.size(); i++)
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{
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if (colorbuffers[i] && i < activecanvascount)
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attachments.push_back(GL_COLOR_ATTACHMENT0 + i);
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}
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if (stencil)
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{
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attachments.push_back(GL_STENCIL_ATTACHMENT);
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attachments.push_back(GL_DEPTH_ATTACHMENT);
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}
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}
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// Hint for the driver that it doesn't need to save these buffers.
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if (GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0)
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glInvalidateFramebuffer(GL_FRAMEBUFFER, (GLint) attachments.size(), &attachments[0]);
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else if (GLAD_EXT_discard_framebuffer)
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glDiscardFramebufferEXT(GL_FRAMEBUFFER, (GLint) attachments.size(), &attachments[0]);
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}
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void Graphics::present()
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{
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if (!isActive())
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return;
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// Make sure we don't have a canvas active.
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std::vector<StrongRef<Canvas>> canvases = states.back().canvases;
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setCanvas();
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// Discard the stencil buffer before swapping.
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discard({}, true);
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#ifdef LOVE_IOS
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// Hack: SDL's color renderbuffer must be bound when swapBuffers is called.
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SDL_SysWMinfo info = {};
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SDL_VERSION(&info.version);
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SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
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glBindRenderbuffer(GL_RENDERBUFFER, info.info.uikit.colorbuffer);
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#endif
|
|
|
|
currentWindow->swapBuffers();
|
|
|
|
// Restore the currently active canvas, if there is one.
|
|
setCanvas(canvases);
|
|
|
|
// Reset the per-frame stat counts.
|
|
gl.stats.drawCalls = 0;
|
|
gl.stats.framebufferBinds = 0;
|
|
}
|
|
|
|
int Graphics::getWidth() const
|
|
{
|
|
return width;
|
|
}
|
|
|
|
int Graphics::getHeight() const
|
|
{
|
|
return height;
|
|
}
|
|
|
|
bool Graphics::isCreated() const
|
|
{
|
|
return created;
|
|
}
|
|
|
|
void Graphics::setScissor(int x, int y, int width, int height)
|
|
{
|
|
OpenGL::Viewport box = {x, y, width, height};
|
|
|
|
glEnable(GL_SCISSOR_TEST);
|
|
// OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor.
|
|
gl.setScissor(box);
|
|
|
|
states.back().scissor = true;
|
|
states.back().scissorBox = box;
|
|
}
|
|
|
|
void Graphics::setScissor()
|
|
{
|
|
states.back().scissor = false;
|
|
glDisable(GL_SCISSOR_TEST);
|
|
}
|
|
|
|
bool Graphics::getScissor(int &x, int &y, int &width, int &height) const
|
|
{
|
|
const DisplayState &state = states.back();
|
|
|
|
x = state.scissorBox.x;
|
|
y = state.scissorBox.y;
|
|
width = state.scissorBox.w;
|
|
height = state.scissorBox.h;
|
|
|
|
return state.scissor;
|
|
}
|
|
|
|
void Graphics::drawToStencilBuffer(bool enable)
|
|
{
|
|
if (writingToStencil == enable)
|
|
return;
|
|
|
|
writingToStencil = enable;
|
|
|
|
if (!enable)
|
|
{
|
|
const DisplayState &state = states.back();
|
|
|
|
// Revert the color write mask.
|
|
setColorMask(state.colorMask);
|
|
|
|
// Use the user-set stencil test state when writes are disabled.
|
|
setStencilTest(state.stencilTest, state.stencilInvert);
|
|
return;
|
|
}
|
|
|
|
// Make sure the active canvas has a stencil buffer.
|
|
if (Canvas::current)
|
|
Canvas::current->checkCreateStencil();
|
|
|
|
// Disable color writes but don't save the state for it.
|
|
glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
|
|
|
|
// The stencil test must be enabled in order to write to the stencil buffer.
|
|
glEnable(GL_STENCIL_TEST);
|
|
|
|
glStencilFunc(GL_ALWAYS, 1, 1);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
|
|
}
|
|
|
|
void Graphics::setStencilTest(bool enable, bool invert)
|
|
{
|
|
DisplayState &state = states.back();
|
|
state.stencilTest = enable;
|
|
state.stencilInvert = invert;
|
|
|
|
if (writingToStencil)
|
|
return;
|
|
|
|
if (!enable)
|
|
{
|
|
glDisable(GL_STENCIL_TEST);
|
|
return;
|
|
}
|
|
|
|
// Make sure the active canvas has a stencil buffer.
|
|
if (Canvas::current)
|
|
Canvas::current->checkCreateStencil();
|
|
|
|
glEnable(GL_STENCIL_TEST);
|
|
glStencilFunc(GL_EQUAL, invert ? 0 : 1, 1);
|
|
glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
|
|
}
|
|
|
|
void Graphics::getStencilTest(bool &enable, bool &invert)
|
|
{
|
|
const DisplayState &state = states.back();
|
|
enable = state.stencilTest;
|
|
invert = state.stencilInvert;
|
|
}
|
|
|
|
void Graphics::clearStencil()
|
|
{
|
|
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
|
|
Image *Graphics::newImage(love::image::ImageData *data, const Image::Flags &flags)
|
|
{
|
|
return new Image(data, flags);
|
|
}
|
|
|
|
Image *Graphics::newImage(love::image::CompressedImageData *cdata, const Image::Flags &flags)
|
|
{
|
|
return new Image(cdata, flags);
|
|
}
|
|
|
|
Quad *Graphics::newQuad(Quad::Viewport v, float sw, float sh)
|
|
{
|
|
return new Quad(v, sw, sh);
|
|
}
|
|
|
|
Font *Graphics::newFont(love::font::Rasterizer *r, const Texture::Filter &filter)
|
|
{
|
|
return new Font(r, filter);
|
|
}
|
|
|
|
SpriteBatch *Graphics::newSpriteBatch(Texture *texture, int size, Mesh::Usage usage)
|
|
{
|
|
return new SpriteBatch(texture, size, usage);
|
|
}
|
|
|
|
ParticleSystem *Graphics::newParticleSystem(Texture *texture, int size)
|
|
{
|
|
return new ParticleSystem(texture, size);
|
|
}
|
|
|
|
Canvas *Graphics::newCanvas(int width, int height, Canvas::Format format, int msaa)
|
|
{
|
|
if (!Canvas::isFormatSupported(format))
|
|
{
|
|
const char *fstr = "rgba8";
|
|
Canvas::getConstant(format, fstr);
|
|
throw love::Exception("The %s canvas format is not supported by your OpenGL implementation.", fstr);
|
|
}
|
|
|
|
if (width > gl.getMaxTextureSize())
|
|
throw Exception("Cannot create canvas: width of %d pixels is too large for this system.", width);
|
|
else if (height > gl.getMaxTextureSize())
|
|
throw Exception("Cannot create canvas: height of %d pixels is too large for this system.", height);
|
|
|
|
while (GL_NO_ERROR != glGetError())
|
|
/* clear opengl error flag */;
|
|
|
|
Canvas *canvas = new Canvas(width, height, format, msaa);
|
|
GLenum err = canvas->getStatus();
|
|
|
|
// everything ok, return canvas (early out)
|
|
if (err == GL_FRAMEBUFFER_COMPLETE)
|
|
return canvas;
|
|
|
|
// create error message
|
|
std::stringstream error_string;
|
|
error_string << "Cannot create canvas: ";
|
|
switch (err)
|
|
{
|
|
case GL_FRAMEBUFFER_UNSUPPORTED:
|
|
error_string << "Not supported by your OpenGL implementation.";
|
|
break;
|
|
case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT:
|
|
error_string << "Texture format cannot be rendered to on this system.";
|
|
break;
|
|
// remaining error codes are highly unlikely:
|
|
case GL_FRAMEBUFFER_UNDEFINED:
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT:
|
|
case GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER:
|
|
case GL_FRAMEBUFFER_INCOMPLETE_READ_BUFFER:
|
|
case GL_FRAMEBUFFER_INCOMPLETE_MULTISAMPLE:
|
|
error_string << "Error in implementation.";
|
|
break;
|
|
default:
|
|
// my intel hda card wrongly returns 0 to glCheckFramebufferStatus() but sets
|
|
// no error flag. I think it meant to return GL_FRAMEBUFFER_UNSUPPORTED, but who
|
|
// knows.
|
|
if (glGetError() == GL_NO_ERROR)
|
|
error_string << "May not be supported by your OpenGL implementation.";
|
|
// the remaining error is an indication of a serious fuckup since it should
|
|
// only be returned if glCheckFramebufferStatus() was called with the wrong
|
|
// arguments.
|
|
else
|
|
error_string << "Cannot create canvas: Aliens did it (OpenGL error code: " << glGetError() << ")";
|
|
}
|
|
|
|
canvas->release();
|
|
throw Exception("%s", error_string.str().c_str());
|
|
return nullptr; // never reached
|
|
}
|
|
|
|
Shader *Graphics::newShader(const Shader::ShaderSource &source)
|
|
{
|
|
return new Shader(source);
|
|
}
|
|
|
|
Mesh *Graphics::newMesh(const std::vector<Vertex> &vertices, Mesh::DrawMode drawmode, Mesh::Usage usage)
|
|
{
|
|
return new Mesh(vertices, drawmode, usage);
|
|
}
|
|
|
|
Mesh *Graphics::newMesh(int vertexcount, Mesh::DrawMode drawmode, Mesh::Usage usage)
|
|
{
|
|
return new Mesh(vertexcount, drawmode, usage);
|
|
}
|
|
|
|
Mesh *Graphics::newMesh(const std::vector<Mesh::AttribFormat> &vertexformat, int vertexcount, Mesh::DrawMode drawmode, Mesh::Usage usage)
|
|
{
|
|
return new Mesh(vertexformat, vertexcount, drawmode, usage);
|
|
}
|
|
|
|
Mesh *Graphics::newMesh(const std::vector<Mesh::AttribFormat> &vertexformat, const void *data, size_t datasize, Mesh::DrawMode drawmode, Mesh::Usage usage)
|
|
{
|
|
return new Mesh(vertexformat, data, datasize, drawmode, usage);
|
|
}
|
|
|
|
Text *Graphics::newText(Font *font, const std::string &text)
|
|
{
|
|
return new Text(font, text);
|
|
}
|
|
|
|
void Graphics::setColor(Color c)
|
|
{
|
|
gl.setColor(c);
|
|
states.back().color = c;
|
|
}
|
|
|
|
Color Graphics::getColor() const
|
|
{
|
|
return states.back().color;
|
|
}
|
|
|
|
void Graphics::setBackgroundColor(Color c)
|
|
{
|
|
states.back().backgroundColor = c;
|
|
}
|
|
|
|
Color Graphics::getBackgroundColor() const
|
|
{
|
|
return states.back().backgroundColor;
|
|
}
|
|
|
|
void Graphics::setFont(Font *font)
|
|
{
|
|
// We don't need to set a default font here if null is passed in, since we
|
|
// only care about the default font in getFont and print.
|
|
|
|
DisplayState &state = states.back();
|
|
state.font.set(font);
|
|
}
|
|
|
|
Font *Graphics::getFont()
|
|
{
|
|
checkSetDefaultFont();
|
|
return states.back().font.get();
|
|
}
|
|
|
|
void Graphics::setShader(Shader *shader)
|
|
{
|
|
if (shader == nullptr)
|
|
return setShader();
|
|
|
|
DisplayState &state = states.back();
|
|
|
|
shader->attach();
|
|
|
|
state.shader.set(shader);
|
|
}
|
|
|
|
void Graphics::setShader()
|
|
{
|
|
DisplayState &state = states.back();
|
|
|
|
// This will activate the default shader.
|
|
Shader::detach();
|
|
|
|
state.shader.set(nullptr);
|
|
}
|
|
|
|
Shader *Graphics::getShader() const
|
|
{
|
|
return states.back().shader.get();
|
|
}
|
|
|
|
void Graphics::setCanvas(Canvas *canvas)
|
|
{
|
|
if (canvas == nullptr)
|
|
return setCanvas();
|
|
|
|
DisplayState &state = states.back();
|
|
|
|
canvas->startGrab();
|
|
|
|
std::vector<StrongRef<Canvas>> canvasref;
|
|
canvasref.push_back(canvas);
|
|
|
|
std::swap(state.canvases, canvasref);
|
|
}
|
|
|
|
void Graphics::setCanvas(const std::vector<Canvas *> &canvases)
|
|
{
|
|
if (canvases.size() == 0)
|
|
return setCanvas();
|
|
else if (canvases.size() == 1)
|
|
return setCanvas(canvases[0]);
|
|
|
|
DisplayState &state = states.back();
|
|
|
|
auto attachments = std::vector<Canvas *>(canvases.begin() + 1, canvases.end());
|
|
canvases[0]->startGrab(attachments);
|
|
|
|
std::vector<StrongRef<Canvas>> canvasrefs;
|
|
canvasrefs.reserve(canvases.size());
|
|
|
|
for (Canvas *c : canvases)
|
|
canvasrefs.push_back(c);
|
|
|
|
std::swap(state.canvases, canvasrefs);
|
|
}
|
|
|
|
void Graphics::setCanvas(const std::vector<StrongRef<Canvas>> &canvases)
|
|
{
|
|
std::vector<Canvas *> canvaslist;
|
|
canvaslist.reserve(canvases.size());
|
|
|
|
for (const StrongRef<Canvas> &c : canvases)
|
|
canvaslist.push_back(c.get());
|
|
|
|
return setCanvas(canvaslist);
|
|
}
|
|
|
|
void Graphics::setCanvas()
|
|
{
|
|
DisplayState &state = states.back();
|
|
|
|
if (Canvas::current != nullptr)
|
|
Canvas::current->stopGrab();
|
|
|
|
state.canvases.clear();
|
|
}
|
|
|
|
std::vector<Canvas *> Graphics::getCanvas() const
|
|
{
|
|
std::vector<Canvas *> canvases;
|
|
canvases.reserve(states.back().canvases.size());
|
|
|
|
for (const StrongRef<Canvas> &c : states.back().canvases)
|
|
canvases.push_back(c.get());
|
|
|
|
return canvases;
|
|
}
|
|
|
|
void Graphics::setColorMask(ColorMask mask)
|
|
{
|
|
glColorMask(mask.r, mask.g, mask.b, mask.a);
|
|
states.back().colorMask = mask;
|
|
}
|
|
|
|
Graphics::ColorMask Graphics::getColorMask() const
|
|
{
|
|
return states.back().colorMask;
|
|
}
|
|
|
|
void Graphics::setBlendMode(Graphics::BlendMode mode)
|
|
{
|
|
GLenum func = GL_FUNC_ADD;
|
|
GLenum srcRGB = GL_ONE;
|
|
GLenum srcA = GL_ONE;
|
|
GLenum dstRGB = GL_ZERO;
|
|
GLenum dstA = GL_ZERO;
|
|
|
|
switch (mode)
|
|
{
|
|
case BLEND_ALPHA:
|
|
srcRGB = GL_SRC_ALPHA;
|
|
srcA = GL_ONE;
|
|
dstRGB = dstA = GL_ONE_MINUS_SRC_ALPHA;
|
|
break;
|
|
case BLEND_MULTIPLY:
|
|
srcRGB = srcA = GL_DST_COLOR;
|
|
dstRGB = dstA = GL_ZERO;
|
|
break;
|
|
case BLEND_PREMULTIPLIED:
|
|
srcRGB = srcA = GL_ONE;
|
|
dstRGB = dstA = GL_ONE_MINUS_SRC_ALPHA;
|
|
break;
|
|
case BLEND_SUBTRACT:
|
|
func = GL_FUNC_REVERSE_SUBTRACT;
|
|
case BLEND_ADD:
|
|
srcRGB = srcA = GL_SRC_ALPHA;
|
|
dstRGB = dstA = GL_ONE;
|
|
break;
|
|
case BLEND_SCREEN:
|
|
srcRGB = srcA = GL_ONE;
|
|
dstRGB = dstA = GL_ONE_MINUS_SRC_COLOR;
|
|
break;
|
|
case BLEND_REPLACE:
|
|
default:
|
|
srcRGB = srcA = GL_ONE;
|
|
dstRGB = dstA = GL_ZERO;
|
|
break;
|
|
}
|
|
|
|
glBlendEquation(func);
|
|
glBlendFuncSeparate(srcRGB, dstRGB, srcA, dstA);
|
|
|
|
states.back().blendMode = mode;
|
|
}
|
|
|
|
Graphics::BlendMode Graphics::getBlendMode() const
|
|
{
|
|
return states.back().blendMode;
|
|
}
|
|
|
|
void Graphics::setDefaultFilter(const Texture::Filter &f)
|
|
{
|
|
Texture::setDefaultFilter(f);
|
|
states.back().defaultFilter = f;
|
|
}
|
|
|
|
const Texture::Filter &Graphics::getDefaultFilter() const
|
|
{
|
|
return Texture::getDefaultFilter();
|
|
}
|
|
|
|
void Graphics::setDefaultMipmapFilter(Texture::FilterMode filter, float sharpness)
|
|
{
|
|
Image::setDefaultMipmapFilter(filter);
|
|
Image::setDefaultMipmapSharpness(sharpness);
|
|
|
|
states.back().defaultMipmapFilter = filter;
|
|
states.back().defaultMipmapSharpness = sharpness;
|
|
}
|
|
|
|
void Graphics::getDefaultMipmapFilter(Texture::FilterMode *filter, float *sharpness) const
|
|
{
|
|
*filter = Image::getDefaultMipmapFilter();
|
|
*sharpness = Image::getDefaultMipmapSharpness();
|
|
}
|
|
|
|
void Graphics::setLineWidth(float width)
|
|
{
|
|
states.back().lineWidth = width;
|
|
}
|
|
|
|
void Graphics::setLineStyle(Graphics::LineStyle style)
|
|
{
|
|
states.back().lineStyle = style;
|
|
}
|
|
|
|
void Graphics::setLineJoin(Graphics::LineJoin join)
|
|
{
|
|
states.back().lineJoin = join;
|
|
}
|
|
|
|
float Graphics::getLineWidth() const
|
|
{
|
|
return states.back().lineWidth;
|
|
}
|
|
|
|
Graphics::LineStyle Graphics::getLineStyle() const
|
|
{
|
|
return states.back().lineStyle;
|
|
}
|
|
|
|
Graphics::LineJoin Graphics::getLineJoin() const
|
|
{
|
|
return states.back().lineJoin;
|
|
}
|
|
|
|
void Graphics::setPointSize(float size)
|
|
{
|
|
gl.setPointSize(size);
|
|
states.back().pointSize = size;
|
|
}
|
|
|
|
float Graphics::getPointSize() const
|
|
{
|
|
return states.back().pointSize;
|
|
}
|
|
|
|
void Graphics::setWireframe(bool enable)
|
|
{
|
|
// Not supported in OpenGL ES.
|
|
if (GLAD_ES_VERSION_2_0)
|
|
return;
|
|
|
|
glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL);
|
|
states.back().wireframe = enable;
|
|
}
|
|
|
|
bool Graphics::isWireframe() const
|
|
{
|
|
return states.back().wireframe;
|
|
}
|
|
|
|
void Graphics::print(const std::string &str, float x, float y , float angle, float sx, float sy, float ox, float oy, float kx, float ky)
|
|
{
|
|
checkSetDefaultFont();
|
|
|
|
DisplayState &state = states.back();
|
|
|
|
if (state.font.get() != nullptr)
|
|
state.font->print(str, x, y, angle, sx, sy, ox, oy, kx, ky);
|
|
}
|
|
|
|
void Graphics::printf(const std::string &str, float x, float y, float wrap, Font::AlignMode align, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
|
|
{
|
|
checkSetDefaultFont();
|
|
|
|
DisplayState &state = states.back();
|
|
|
|
if (state.font.get() != nullptr)
|
|
state.font->printf(str, x, y, wrap, align, angle, sx, sy, ox, oy, kx, ky);
|
|
}
|
|
|
|
/**
|
|
* Primitives
|
|
**/
|
|
|
|
void Graphics::point(float x, float y)
|
|
{
|
|
OpenGL::TempDebugGroup debuggroup("Graphics point draw");
|
|
|
|
GLfloat coord[] = {x, y};
|
|
|
|
gl.prepareDraw();
|
|
gl.bindTexture(gl.getDefaultTexture());
|
|
glEnableVertexAttribArray(ATTRIB_POS);
|
|
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, coord);
|
|
gl.drawArrays(GL_POINTS, 0, 1);
|
|
glDisableVertexAttribArray(ATTRIB_POS);
|
|
}
|
|
|
|
void Graphics::polyline(const float *coords, size_t count)
|
|
{
|
|
const DisplayState &state = states.back();
|
|
|
|
if (state.lineJoin == LINE_JOIN_NONE)
|
|
{
|
|
NoneJoinPolyline line;
|
|
line.render(coords, count, state.lineWidth * .5f, float(pixel_size_stack.back()), state.lineStyle == LINE_SMOOTH);
|
|
line.draw();
|
|
}
|
|
else if (state.lineJoin == LINE_JOIN_BEVEL)
|
|
{
|
|
BevelJoinPolyline line;
|
|
line.render(coords, count, state.lineWidth * .5f, float(pixel_size_stack.back()), state.lineStyle == LINE_SMOOTH);
|
|
line.draw();
|
|
}
|
|
else // LINE_JOIN_MITER
|
|
{
|
|
MiterJoinPolyline line;
|
|
line.render(coords, count, state.lineWidth * .5f, float(pixel_size_stack.back()), state.lineStyle == LINE_SMOOTH);
|
|
line.draw();
|
|
}
|
|
}
|
|
|
|
void Graphics::rectangle(DrawMode mode, float x, float y, float w, float h)
|
|
{
|
|
float coords[] = {x,y, x,y+h, x+w,y+h, x+w,y, x,y};
|
|
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 * cosf(phi);
|
|
coords[2*i+1] = y + radius * sinf(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 * cosf(phi);
|
|
coords[2 * (i+1) + 1] = y + radius * sinf(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
|
|
{
|
|
OpenGL::TempDebugGroup debuggroup("Filled arc draw");
|
|
|
|
gl.prepareDraw();
|
|
gl.bindTexture(gl.getDefaultTexture());
|
|
glEnableVertexAttribArray(ATTRIB_POS);
|
|
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, coords);
|
|
gl.drawArrays(GL_TRIANGLE_FAN, 0, points + 2);
|
|
glDisableVertexAttribArray(ATTRIB_POS);
|
|
}
|
|
|
|
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
|
|
{
|
|
OpenGL::TempDebugGroup debuggroup("Filled polygon draw");
|
|
|
|
gl.prepareDraw();
|
|
gl.bindTexture(gl.getDefaultTexture());
|
|
glEnableVertexAttribArray(ATTRIB_POS);
|
|
glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, coords);
|
|
gl.drawArrays(GL_TRIANGLE_FAN, 0, (int)count/2-1); // opengl will close the polygon for us
|
|
glDisableVertexAttribArray(ATTRIB_POS);
|
|
}
|
|
}
|
|
|
|
love::image::ImageData *Graphics::newScreenshot(love::image::Image *image, bool copyAlpha)
|
|
{
|
|
// Temporarily unbind the currently active canvas (glReadPixels reads the
|
|
// active framebuffer, not the main one.)
|
|
std::vector<StrongRef<Canvas>> canvases = states.back().canvases;
|
|
setCanvas();
|
|
|
|
int w = getWidth();
|
|
int h = getHeight();
|
|
|
|
int row = 4 * w;
|
|
int size = row * h;
|
|
|
|
GLubyte *pixels = nullptr;
|
|
GLubyte *screenshot = nullptr;
|
|
|
|
try
|
|
{
|
|
pixels = new GLubyte[size];
|
|
screenshot = new GLubyte[size];
|
|
}
|
|
catch (std::exception &)
|
|
{
|
|
delete[] pixels;
|
|
delete[] screenshot;
|
|
setCanvas(canvases);
|
|
throw love::Exception("Out of memory.");
|
|
}
|
|
|
|
glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
|
|
|
|
if (!copyAlpha)
|
|
{
|
|
// Replace alpha values with full opacity.
|
|
for (int i = 3; i < size; i += 4)
|
|
pixels[i] = 255;
|
|
}
|
|
|
|
// OpenGL sucks and reads pixels from the lower-left. Let's fix that.
|
|
GLubyte *src = pixels - row;
|
|
GLubyte *dst = screenshot + size;
|
|
|
|
for (int i = 0; i < h; ++i)
|
|
memcpy(dst-=row, src+=row, row);
|
|
|
|
delete[] pixels;
|
|
|
|
love::image::ImageData *img = nullptr;
|
|
try
|
|
{
|
|
// Tell the new ImageData that it owns the screenshot data, so we don't
|
|
// need to delete it here.
|
|
img = image->newImageData(w, h, (void *) screenshot, true);
|
|
}
|
|
catch (love::Exception &)
|
|
{
|
|
delete[] screenshot;
|
|
setCanvas(canvases);
|
|
throw;
|
|
}
|
|
|
|
// Re-bind the active canvas, if necessary.
|
|
setCanvas(canvases);
|
|
|
|
return img;
|
|
}
|
|
|
|
Graphics::RendererInfo Graphics::getRendererInfo() const
|
|
{
|
|
RendererInfo info;
|
|
|
|
if (GLAD_ES_VERSION_2_0)
|
|
info.name = "OpenGL ES";
|
|
else
|
|
info.name = "OpenGL";
|
|
|
|
const char *str = (const char *) glGetString(GL_VERSION);
|
|
if (str)
|
|
info.version = str;
|
|
else
|
|
throw love::Exception("Cannot retrieve renderer version information.");
|
|
|
|
str = (const char *) glGetString(GL_VENDOR);
|
|
if (str)
|
|
info.vendor = str;
|
|
else
|
|
throw love::Exception("Cannot retrieve renderer vendor information.");
|
|
|
|
str = (const char *) glGetString(GL_RENDERER);
|
|
if (str)
|
|
info.device = str;
|
|
else
|
|
throw love::Exception("Cannot retrieve renderer device information.");
|
|
|
|
return info;
|
|
}
|
|
|
|
Graphics::Stats Graphics::getStats() const
|
|
{
|
|
Stats stats;
|
|
|
|
stats.drawCalls = gl.stats.drawCalls;
|
|
stats.canvasSwitches = gl.stats.framebufferBinds;
|
|
stats.canvases = Canvas::canvasCount;
|
|
stats.images = Image::imageCount;
|
|
stats.fonts = Font::fontCount;
|
|
stats.textureMemory = gl.stats.textureMemory;
|
|
|
|
return stats;
|
|
}
|
|
|
|
double Graphics::getSystemLimit(SystemLimit limittype) const
|
|
{
|
|
switch (limittype)
|
|
{
|
|
case Graphics::LIMIT_POINT_SIZE:
|
|
{
|
|
GLfloat limits[2];
|
|
glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, limits);
|
|
return (double) limits[1];
|
|
}
|
|
case Graphics::LIMIT_TEXTURE_SIZE:
|
|
return (double) gl.getMaxTextureSize();
|
|
case Graphics::LIMIT_MULTI_CANVAS:
|
|
return (double) gl.getMaxRenderTargets();
|
|
case Graphics::LIMIT_CANVAS_MSAA:
|
|
return (double) gl.getMaxRenderbufferSamples();
|
|
default:
|
|
return 0.0;
|
|
}
|
|
}
|
|
|
|
bool Graphics::isSupported(Support feature) const
|
|
{
|
|
switch (feature)
|
|
{
|
|
case SUPPORT_MULTI_CANVAS:
|
|
return Canvas::isMultiCanvasSupported();
|
|
case SUPPORT_MULTI_CANVAS_FORMATS:
|
|
return Canvas::isMultiFormatMultiCanvasSupported();
|
|
case SUPPORT_SRGB:
|
|
// sRGB support for the screen is guaranteed if it's supported as a
|
|
// Canvas format.
|
|
return Canvas::isFormatSupported(Canvas::FORMAT_SRGB);
|
|
default:
|
|
return false;
|
|
}
|
|
}
|
|
|
|
void Graphics::push(StackType type)
|
|
{
|
|
if (stackTypes.size() == MAX_USER_STACK_DEPTH)
|
|
throw Exception("Maximum stack depth reached (more pushes than pops?)");
|
|
|
|
gl.pushTransform();
|
|
|
|
pixel_size_stack.push_back(pixel_size_stack.back());
|
|
|
|
if (type == STACK_ALL)
|
|
states.push_back(states.back());
|
|
|
|
stackTypes.push_back(type);
|
|
}
|
|
|
|
void Graphics::pop()
|
|
{
|
|
if (stackTypes.size() < 1)
|
|
throw Exception("Minimum stack depth reached (more pops than pushes?)");
|
|
|
|
gl.popTransform();
|
|
pixel_size_stack.pop_back();
|
|
|
|
if (stackTypes.back() == STACK_ALL)
|
|
{
|
|
DisplayState &newstate = states[states.size() - 2];
|
|
|
|
restoreStateChecked(newstate);
|
|
|
|
// The last two states in the stack should be equal now.
|
|
states.pop_back();
|
|
}
|
|
|
|
stackTypes.pop_back();
|
|
}
|
|
|
|
void Graphics::rotate(float r)
|
|
{
|
|
gl.getTransform().rotate(r);
|
|
}
|
|
|
|
void Graphics::scale(float x, float y)
|
|
{
|
|
gl.getTransform().scale(x, y);
|
|
pixel_size_stack.back() *= 2. / (fabs(x) + fabs(y));
|
|
}
|
|
|
|
void Graphics::translate(float x, float y)
|
|
{
|
|
gl.getTransform().translate(x, y);
|
|
}
|
|
|
|
void Graphics::shear(float kx, float ky)
|
|
{
|
|
gl.getTransform().shear(kx, ky);
|
|
}
|
|
|
|
void Graphics::origin()
|
|
{
|
|
gl.getTransform().setIdentity();
|
|
pixel_size_stack.back() = 1;
|
|
}
|
|
|
|
Graphics::DisplayState::DisplayState()
|
|
: color(255, 255, 255, 255)
|
|
, backgroundColor(0, 0, 0, 255)
|
|
, blendMode(BLEND_ALPHA)
|
|
, lineWidth(1.0f)
|
|
, lineStyle(LINE_SMOOTH)
|
|
, lineJoin(LINE_JOIN_MITER)
|
|
, pointSize(1.0f)
|
|
, scissor(false)
|
|
, scissorBox()
|
|
, stencilTest(false)
|
|
, stencilInvert(false)
|
|
, font(nullptr)
|
|
, shader(nullptr)
|
|
, colorMask({true, true, true, true})
|
|
, wireframe(false)
|
|
, defaultFilter()
|
|
, defaultMipmapFilter(Texture::FILTER_NEAREST)
|
|
, defaultMipmapSharpness(0.0f)
|
|
{
|
|
}
|
|
|
|
Graphics::DisplayState::DisplayState(const DisplayState &other)
|
|
: color(other.color)
|
|
, backgroundColor(other.backgroundColor)
|
|
, blendMode(other.blendMode)
|
|
, lineWidth(other.lineWidth)
|
|
, lineStyle(other.lineStyle)
|
|
, lineJoin(other.lineJoin)
|
|
, pointSize(other.pointSize)
|
|
, scissor(other.scissor)
|
|
, scissorBox(other.scissorBox)
|
|
, stencilTest(other.stencilTest)
|
|
, stencilInvert(other.stencilInvert)
|
|
, font(other.font)
|
|
, shader(other.shader)
|
|
, canvases(other.canvases)
|
|
, colorMask(other.colorMask)
|
|
, wireframe(other.wireframe)
|
|
, defaultFilter(other.defaultFilter)
|
|
, defaultMipmapFilter(other.defaultMipmapFilter)
|
|
, defaultMipmapSharpness(other.defaultMipmapSharpness)
|
|
{
|
|
}
|
|
|
|
Graphics::DisplayState::~DisplayState()
|
|
{
|
|
}
|
|
|
|
Graphics::DisplayState &Graphics::DisplayState::operator = (const DisplayState &other)
|
|
{
|
|
color = other.color;
|
|
backgroundColor = other.backgroundColor;
|
|
blendMode = other.blendMode;
|
|
lineWidth = other.lineWidth;
|
|
lineStyle = other.lineStyle;
|
|
lineJoin = other.lineJoin;
|
|
pointSize = other.pointSize;
|
|
scissor = other.scissor;
|
|
scissorBox = other.scissorBox;
|
|
stencilTest = other.stencilTest;
|
|
stencilInvert = other.stencilInvert;
|
|
|
|
font = other.font;
|
|
shader = other.shader;
|
|
canvases = other.canvases;
|
|
|
|
colorMask = other.colorMask;
|
|
|
|
wireframe = other.wireframe;
|
|
|
|
defaultFilter = other.defaultFilter;
|
|
defaultMipmapFilter = other.defaultMipmapFilter;
|
|
defaultMipmapSharpness = other.defaultMipmapSharpness;
|
|
|
|
return *this;
|
|
}
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|