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love/src/modules/graphics/opengl/Graphics.cpp
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/**
* Copyright (c) 2006-2015 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.
**/
// LOVE
#include "common/config.h"
#include "common/math.h"
#include "common/Vector.h"
#include "Graphics.h"
#include "window/sdl/Window.h"
#include "font/Font.h"
#include "Polyline.h"
// C++
#include <vector>
#include <sstream>
#include <algorithm>
#include <iterator>
// C
#include <cmath>
#include <cstdio>
#ifdef LOVE_IOS
#include <SDL_syswm.h>
#endif
namespace love
{
namespace graphics
{
namespace opengl
{
Graphics::Graphics()
: width(0)
, height(0)
, created(false)
, active(true)
, writingToStencil(false)
{
gl = OpenGL();
states.reserve(10);
states.push_back(DisplayState());
currentWindow = love::window::sdl::Window::createSingleton();
int w, h;
love::window::WindowSettings wsettings;
currentWindow->getWindow(w, h, wsettings);
if (currentWindow->isCreated())
setMode(w, h, wsettings.sRGB);
}
Graphics::~Graphics()
{
// We do this manually so the love objects get released before the window.
states.clear();
defaultFont.set(nullptr);
if (Shader::defaultShader)
{
Shader::defaultShader->release();
Shader::defaultShader = nullptr;
}
currentWindow->release();
}
const char *Graphics::getName() const
{
return "love.graphics.opengl";
}
void Graphics::restoreState(const DisplayState &s)
{
setColor(s.color);
setBackgroundColor(s.backgroundColor);
setBlendMode(s.blendMode);
setLineWidth(s.lineWidth);
setLineStyle(s.lineStyle);
setLineJoin(s.lineJoin);
setPointSize(s.pointSize);
if (s.scissor)
setScissor(s.scissorBox.x, s.scissorBox.y, s.scissorBox.w, s.scissorBox.h);
else
setScissor();
setStencilTest(s.stencilTest, s.stencilInvert);
setFont(s.font.get());
setShader(s.shader.get());
setCanvas(s.canvases);
setColorMask(s.colorMask);
setWireframe(s.wireframe);
setDefaultFilter(s.defaultFilter);
setDefaultMipmapFilter(s.defaultMipmapFilter, s.defaultMipmapSharpness);
}
void Graphics::restoreStateChecked(const DisplayState &s)
{
const DisplayState &cur = states.back();
if (*(uint32 *) &s.color.r != *(uint32 *) &cur.color.r)
setColor(s.color);
if (*(uint32 *) &s.backgroundColor.r != *(uint32 *) &cur.backgroundColor.r)
setBackgroundColor(s.backgroundColor);
if (s.blendMode != cur.blendMode)
setBlendMode(s.blendMode);
// These are just simple assignments.
setLineWidth(s.lineWidth);
setLineStyle(s.lineStyle);
setLineJoin(s.lineJoin);
if (s.pointSize != cur.pointSize)
setPointSize(s.pointSize);
if (s.scissor != cur.scissor || (s.scissor && !(s.scissorBox == cur.scissorBox)))
{
if (s.scissor)
setScissor(s.scissorBox.x, s.scissorBox.y, s.scissorBox.w, s.scissorBox.h);
else
setScissor();
}
if (s.stencilTest != cur.stencilTest || s.stencilInvert != cur.stencilInvert)
setStencilTest(s.stencilTest, s.stencilInvert);
setFont(s.font.get());
setShader(s.shader.get());
bool canvaseschanged = s.canvases.size() != cur.canvases.size();
for (size_t i = 0; i < s.canvases.size() && i < cur.canvases.size(); i++)
{
if (s.canvases[i].get() != cur.canvases[i].get())
{
canvaseschanged = true;
break;
}
}
if (canvaseschanged)
setCanvas(s.canvases);
if (s.colorMask != cur.colorMask)
setColorMask(s.colorMask);
if (s.wireframe != cur.wireframe)
setWireframe(s.wireframe);
setDefaultFilter(s.defaultFilter);
setDefaultMipmapFilter(s.defaultMipmapFilter, s.defaultMipmapSharpness);
}
void Graphics::checkSetDefaultFont()
{
// We don't create or set the default Font if an existing font is in use.
if (states.back().font.get() != nullptr)
return;
// Create a new default font if we don't have one yet.
if (!defaultFont.get())
{
font::Font *fontmodule = Module::getInstance<font::Font>(M_FONT);
if (!fontmodule)
throw love::Exception("Font module has not been loaded.");
StrongRef<font::Rasterizer> r(fontmodule->newTrueTypeRasterizer(12, font::TrueTypeRasterizer::HINTING_NORMAL));
r->release();
defaultFont.set(newFont(r.get()));
defaultFont->release();
}
states.back().font.set(defaultFont.get());
}
void Graphics::setViewportSize(int width, int height)
{
this->width = width;
this->height = height;
if (!isCreated())
return;
// We want to affect the main screen, not any Canvas that's currently active
// (not that any *should* be active when this is called.)
std::vector<StrongRef<Canvas>> canvases = states.back().canvases;
setCanvas();
// Set the viewport to top-left corner.
gl.setViewport({0, 0, width, height});
// If a canvas was bound before this function was called, it needs to be
// made aware of the new system viewport size.
Canvas::systemViewport = gl.getViewport();
// Set up the projection matrix
gl.matrices.projection.back() = Matrix::ortho(0.0, (float) width, (float) height, 0.0);
// Restore the previously active Canvas.
setCanvas(canvases);
}
bool Graphics::setMode(int width, int height, bool &sRGB)
{
this->width = width;
this->height = height;
// Okay, setup OpenGL.
gl.initContext();
gl.setupContext();
created = true;
setViewportSize(width, height);
// Enable blending
glEnable(GL_BLEND);
// Auto-generated mipmaps should be the best quality possible
glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
if (!GLAD_ES_VERSION_2_0)
{
// Make sure antialiasing works when set elsewhere
glEnable(GL_MULTISAMPLE);
// Enable texturing
glEnable(GL_TEXTURE_2D);
}
gl.setTextureUnit(0);
// Set pixel row alignment
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
// Set whether drawing converts input from linear -> sRGB colorspace.
if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
|| GLAD_ES_VERSION_3_0 || GLAD_EXT_sRGB)
{
if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control)
{
if (sRGB)
glEnable(GL_FRAMEBUFFER_SRGB);
else
glDisable(GL_FRAMEBUFFER_SRGB);
}
}
else
sRGB = false;
Canvas::screenHasSRGB = sRGB;
bool enabledebug = false;
if (GLAD_VERSION_3_0)
{
// Enable OpenGL's debug output if a debug context has been created.
GLint flags = 0;
glGetIntegerv(GL_CONTEXT_FLAGS, &flags);
enabledebug = (flags & GL_CONTEXT_FLAG_DEBUG_BIT) != 0;
}
setDebug(enabledebug);
// Reload all volatile objects.
if (!Volatile::loadAll())
::printf("Could not reload all volatile objects.\n");
// Restore the graphics state.
restoreState(states.back());
pixel_size_stack.clear();
pixel_size_stack.reserve(5);
pixel_size_stack.push_back(1);
// We always need a default shader.
if (!Shader::defaultShader)
{
Renderer renderer = GLAD_ES_VERSION_2_0 ? RENDERER_OPENGLES : RENDERER_OPENGL;
Shader::defaultShader = newShader(Shader::defaultCode[renderer]);
}
// A shader should always be active, but the default shader shouldn't be
// returned by getShader(), so we don't do setShader(defaultShader).
if (!Shader::current)
Shader::defaultShader->attach();
return true;
}
void Graphics::unSetMode()
{
if (!isCreated())
return;
// Unload all volatile objects. These must be reloaded after the display
// mode change.
Volatile::unloadAll();
gl.deInitContext();
created = false;
}
void Graphics::setActive(bool enable)
{
// Make sure all pending OpenGL commands have fully executed before
// returning, if we're going from active to inactive.
if (isCreated() && this->active && !enable)
glFinish();
active = enable;
}
bool Graphics::isActive() const
{
// The graphics module is only completely 'active' if there's a window, a
// context, and the active variable is set.
return active && isCreated() && currentWindow && currentWindow->isCreated();
}
static void APIENTRY debugCB(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei /*len*/, const GLchar *msg, const GLvoid* /*usr*/)
{
// Human-readable strings for the debug info.
const char *sourceStr = OpenGL::debugSourceString(source);
const char *typeStr = OpenGL::debugTypeString(type);
const char *severityStr = OpenGL::debugSeverityString(severity);
const char *fmt = "OpenGL: %s [source=%s, type=%s, severity=%s, id=%d]\n";
printf(fmt, msg, sourceStr, typeStr, severityStr, id);
}
void Graphics::setDebug(bool enable)
{
// Make sure debug output is supported. The AMD ext. is a bit different
// so we don't make use of it, since AMD drivers now support KHR_debug.
if (!(GLAD_VERSION_4_3 || GLAD_KHR_debug || GLAD_ARB_debug_output))
return;
// TODO: We don't support GL_KHR_debug in GLES yet.
if (GLAD_ES_VERSION_2_0)
return;
// Ugly hack to reduce code duplication.
if (GLAD_ARB_debug_output && !(GLAD_VERSION_4_3 || GLAD_KHR_debug))
{
fp_glDebugMessageCallback = (pfn_glDebugMessageCallback) fp_glDebugMessageCallbackARB;
fp_glDebugMessageControl = (pfn_glDebugMessageControl) fp_glDebugMessageControlARB;
}
if (!enable)
{
// Disable the debug callback function.
glDebugMessageCallback(nullptr, nullptr);
// We can disable debug output entirely with KHR_debug.
if (GLAD_VERSION_4_3 || GLAD_KHR_debug)
glDisable(GL_DEBUG_OUTPUT);
return;
}
// We don't want asynchronous debug output.
glEnable(GL_DEBUG_OUTPUT_SYNCHRONOUS);
glDebugMessageCallback(debugCB, nullptr);
// Initially, enable everything.
glDebugMessageControl(GL_DONT_CARE, GL_DONT_CARE, GL_DONT_CARE, 0, 0, GL_TRUE);
// Disable messages about deprecated OpenGL functionality.
glDebugMessageControl(GL_DEBUG_SOURCE_API, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
glDebugMessageControl(GL_DEBUG_SOURCE_SHADER_COMPILER, GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR, GL_DONT_CARE, 0, 0, GL_FALSE);
if (GLAD_VERSION_4_3 || GLAD_KHR_debug)
glEnable(GL_DEBUG_OUTPUT);
::printf("OpenGL debug output enabled (LOVE_GRAPHICS_DEBUG=1)\n");
}
void Graphics::reset()
{
DisplayState s;
drawToStencilBuffer(false);
restoreState(s);
origin();
}
void Graphics::clear(Color c)
{
glClearColor(c.r / 255.0f, c.g / 255.0f, c.b / 255.0f, c.a / 255.0f);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
}
void Graphics::clear(const std::vector<Color> &colors)
{
if (colors.size() == 0)
return;
if (states.back().canvases.size() == 0)
return clear(colors[0]);
if (colors.size() != states.back().canvases.size())
throw love::Exception("Number of clear colors must match the number of active canvases (%ld)", states.back().canvases.size());
std::vector<GLenum> bufs;
for (int i = 0; i < (int) colors.size(); i++)
{
const GLfloat c[] = {colors[i].r/255.f, colors[i].g/255.f, colors[i].b/255.f, colors[i].a/255.f};
if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0)
glClearBufferfv(GL_COLOR, i, c);
else
{
bufs.push_back(GL_COLOR_ATTACHMENT0 + i);
glDrawBuffer(GL_COLOR_ATTACHMENT0 + i);
glClearColor(c[0], c[1], c[2], c[3]);
glClear(GL_COLOR_BUFFER_BIT);
}
}
glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Revert to the expected draw buffers once we're done, if glClearBuffer
// wasn't supported.
if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0))
{
if (bufs.size() > 1)
glDrawBuffers((int) bufs.size(), &bufs[0]);
else
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
}
void Graphics::discard(const std::vector<bool> &colorbuffers, bool stencil)
{
if (!(GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0 || GLAD_EXT_discard_framebuffer))
return;
std::vector<GLenum> attachments;
attachments.reserve(colorbuffers.size());
// glDiscardFramebuffer uses different attachment enums for the default FBO.
if (!Canvas::current && gl.getDefaultFBO() == 0)
{
if (colorbuffers.size() > 0 && colorbuffers[0])
attachments.push_back(GL_COLOR);
if (stencil)
{
attachments.push_back(GL_STENCIL);
attachments.push_back(GL_DEPTH);
}
}
else
{
int activecanvascount = (int) states.back().canvases.size();
for (int i = 0; i < (int) colorbuffers.size(); i++)
{
if (colorbuffers[i] && i < activecanvascount)
attachments.push_back(GL_COLOR_ATTACHMENT0 + i);
}
if (stencil)
{
attachments.push_back(GL_STENCIL_ATTACHMENT);
attachments.push_back(GL_DEPTH_ATTACHMENT);
}
}
// Hint for the driver that it doesn't need to save these buffers.
if (GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0)
glInvalidateFramebuffer(GL_FRAMEBUFFER, (GLint) attachments.size(), &attachments[0]);
else if (GLAD_EXT_discard_framebuffer)
glDiscardFramebufferEXT(GL_FRAMEBUFFER, (GLint) attachments.size(), &attachments[0]);
}
void Graphics::present()
{
if (!isActive())
return;
// Make sure we don't have a canvas active.
std::vector<StrongRef<Canvas>> canvases = states.back().canvases;
setCanvas();
// Discard the stencil buffer before swapping.
discard({}, true);
#ifdef LOVE_IOS
// Hack: SDL's color renderbuffer must be bound when swapBuffers is called.
SDL_SysWMinfo info = {};
SDL_VERSION(&info.version);
SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info);
glBindRenderbuffer(GL_RENDERBUFFER, info.info.uikit.colorbuffer);
#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