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love/src/modules/graphics/opengl/Canvas.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.
**/
#include "Canvas.h"
#include "Image.h"
#include "Graphics.h"
#include "common/Matrix.h"
#include "common/config.h"
#include <cstring> // For memcpy
#include <limits>
namespace love
{
namespace graphics
{
namespace opengl
{
// strategy for fbo creation, interchangable at runtime:
// none, opengl >= 3.0, extensions
struct FramebufferStrategy
{
virtual ~FramebufferStrategy() {}
/// create a new framebuffer and texture
/**
* @param[out] framebuffer Framebuffer name
* @param[in] texture Texture name
* @return Creation status
*/
virtual GLenum createFBO(GLuint &, GLuint)
{
return GL_FRAMEBUFFER_UNSUPPORTED;
}
/// Create a stencil buffer and attach it to the active framebuffer object
/**
* @param[in] width Width of the stencil buffer
* @param[in] height Height of the stencil buffer
* @param[in] samples Number of samples to use
* @param[out] stencil Name for stencil buffer
* @return Whether the stencil buffer was successfully created
**/
virtual bool createStencil(int, int, int, GLuint &)
{
return false;
}
/// Create a MSAA renderbuffer and attach it to the active FBO.
/**
* @param[in] width Width of the MSAA buffer
* @param[in] height Height of the MSAA buffer
* @param[inout] samples Number of samples to use
* @param[in] internalformat The internal format to use for the buffer
* @param[out] buffer Name for the MSAA buffer
* @return Whether the MSAA buffer was successfully created and attached
**/
virtual bool createMSAABuffer(int, int, int &, GLenum, GLuint &)
{
return false;
}
/// remove objects
/**
* @param[in] framebuffer Framebuffer name
* @param[in] depth_stencil Name for packed depth and stencil buffer
*/
virtual void deleteFBO(GLuint, GLuint, GLuint) {}
virtual void bindFBO(GLuint) {}
/// attach additional canvases to the active framebuffer for rendering
/**
* @param[in] canvases List of canvases to attach
**/
virtual void setAttachments(const std::vector<Canvas *> &) {}
/// stop using all additional attached canvases
virtual void setAttachments() {}
};
struct FramebufferStrategyGL3 : public FramebufferStrategy
{
virtual GLenum createFBO(GLuint &framebuffer, GLuint texture)
{
// get currently bound fbo to reset to it later
GLint current_fbo;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING, &current_fbo);
// create framebuffer
glGenFramebuffers(1, &framebuffer);
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
if (texture != 0)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_TEXTURE_2D, texture, 0);
}
// check status
GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER);
// unbind framebuffer
glBindFramebuffer(GL_FRAMEBUFFER, (GLuint) current_fbo);
return status;
}
virtual bool createStencil(int width, int height, int samples, GLuint &stencil)
{
// create combined depth/stencil buffer
glDeleteRenderbuffers(1, &stencil);
glGenRenderbuffers(1, &stencil);
glBindRenderbuffer(GL_RENDERBUFFER, stencil);
if (samples > 1)
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, GL_DEPTH_STENCIL, width, height);
else
glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH_STENCIL, width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT,
GL_RENDERBUFFER, stencil);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
// check status
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteRenderbuffers(1, &stencil);
stencil = 0;
return false;
}
return true;
}
virtual bool createMSAABuffer(int width, int height, int &samples, GLenum internalformat, GLuint &buffer)
{
glGenRenderbuffers(1, &buffer);
glBindRenderbuffer(GL_RENDERBUFFER, buffer);
glRenderbufferStorageMultisample(GL_RENDERBUFFER, samples, internalformat,
width, height);
glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, buffer);
glGetRenderbufferParameteriv(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
glBindRenderbuffer(GL_RENDERBUFFER, 0);
if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteRenderbuffers(1, &buffer);
buffer = 0;
return false;
}
return true;
}
virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint msaa_buffer)
{
if (depth_stencil != 0)
glDeleteRenderbuffers(1, &depth_stencil);
if (msaa_buffer != 0)
glDeleteRenderbuffers(1, &msaa_buffer);
if (framebuffer != 0)
glDeleteFramebuffers(1, &framebuffer);
}
virtual void bindFBO(GLuint framebuffer)
{
glBindFramebuffer(GL_FRAMEBUFFER, framebuffer);
++Canvas::switchCount;
}
virtual void setAttachments()
{
// set a single render target
glDrawBuffer(GL_COLOR_ATTACHMENT0);
}
virtual void setAttachments(const std::vector<Canvas *> &canvases)
{
if (canvases.size() == 0)
{
setAttachments();
return;
}
std::vector<GLenum> drawbuffers;
drawbuffers.push_back(GL_COLOR_ATTACHMENT0);
// Attach the canvas textures to the currently bound framebuffer.
for (size_t i = 0; i < canvases.size(); i++)
{
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1 + i,
GL_TEXTURE_2D, canvases[i]->getGLTexture(), 0);
drawbuffers.push_back(GL_COLOR_ATTACHMENT1 + i);
}
// set up multiple render targets
if (GLEE_VERSION_2_0)
glDrawBuffers(drawbuffers.size(), &drawbuffers[0]);
else if (GLEE_ARB_draw_buffers)
glDrawBuffersARB(drawbuffers.size(), &drawbuffers[0]);
}
};
struct FramebufferStrategyPackedEXT : public FramebufferStrategy
{
virtual GLenum createFBO(GLuint &framebuffer, GLuint texture)
{
GLint current_fbo;
glGetIntegerv(GL_DRAW_FRAMEBUFFER_BINDING_EXT, &current_fbo);
// create framebuffer
glGenFramebuffersEXT(1, &framebuffer);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, texture, 0);
// check status
GLenum status = glCheckFramebufferStatusEXT(GL_FRAMEBUFFER_EXT);
// unbind framebuffer
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, (GLuint) current_fbo);
return status;
}
virtual bool createStencil(int width, int height, int samples, GLuint &stencil)
{
// create combined depth/stencil buffer
glDeleteRenderbuffersEXT(1, &stencil);
glGenRenderbuffersEXT(1, &stencil);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil);
if (samples > 1)
{
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, samples,
GL_DEPTH_STENCIL, width, height);
}
else
{
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_DEPTH_STENCIL_EXT,
width, height);
}
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, stencil);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// check status
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteRenderbuffersEXT(1, &stencil);
stencil = 0;
return false;
}
return true;
}
virtual bool createMSAABuffer(int width, int height, int &samples, GLenum internalformat, GLuint &buffer)
{
if (!GLEE_EXT_framebuffer_multisample)
return false;
glGenRenderbuffersEXT(1, &buffer);
glBindRenderbufferEXT(GL_RENDERBUFFER, buffer);
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, samples,
internalformat, width, height);
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0,
GL_RENDERBUFFER, buffer);
glGetRenderbufferParameterivEXT(GL_RENDERBUFFER, GL_RENDERBUFFER_SAMPLES, &samples);
glBindRenderbufferEXT(GL_RENDERBUFFER, 0);
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteRenderbuffersEXT(1, &buffer);
buffer = 0;
return false;
}
return true;
}
virtual void deleteFBO(GLuint framebuffer, GLuint depth_stencil, GLuint msaa_buffer)
{
if (depth_stencil != 0)
glDeleteRenderbuffersEXT(1, &depth_stencil);
if (msaa_buffer != 0)
glDeleteRenderbuffersEXT(1, &msaa_buffer);
if (framebuffer != 0)
glDeleteFramebuffersEXT(1, &framebuffer);
}
virtual void bindFBO(GLuint framebuffer)
{
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, framebuffer);
++Canvas::switchCount;
}
virtual void setAttachments()
{
// set a single render target
glDrawBuffer(GL_COLOR_ATTACHMENT0_EXT);
}
virtual void setAttachments(const std::vector<Canvas *> &canvases)
{
if (canvases.size() == 0)
{
setAttachments();
return;
}
std::vector<GLenum> drawbuffers;
drawbuffers.push_back(GL_COLOR_ATTACHMENT0_EXT);
// Attach the canvas textures to the currently bound framebuffer.
for (size_t i = 0; i < canvases.size(); i++)
{
glFramebufferTexture2DEXT(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT1_EXT + i,
GL_TEXTURE_2D, canvases[i]->getGLTexture(), 0);
drawbuffers.push_back(GL_COLOR_ATTACHMENT1_EXT + i);
}
// set up multiple render targets
if (GLEE_VERSION_2_0)
glDrawBuffers(drawbuffers.size(), &drawbuffers[0]);
else if (GLEE_ARB_draw_buffers)
glDrawBuffersARB(drawbuffers.size(), &drawbuffers[0]);
}
};
struct FramebufferStrategyEXT : public FramebufferStrategyPackedEXT
{
virtual bool createStencil(int width, int height, int samples, GLuint &stencil)
{
// create stencil buffer
glDeleteRenderbuffersEXT(1, &stencil);
glGenRenderbuffersEXT(1, &stencil);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, stencil);
if (samples > 1)
{
glRenderbufferStorageMultisampleEXT(GL_RENDERBUFFER, samples,
GL_STENCIL_INDEX, width, height);
}
else
{
glRenderbufferStorageEXT(GL_RENDERBUFFER_EXT, GL_STENCIL_INDEX,
width, height);
}
glFramebufferRenderbufferEXT(GL_FRAMEBUFFER_EXT, GL_STENCIL_ATTACHMENT_EXT,
GL_RENDERBUFFER_EXT, stencil);
glBindRenderbufferEXT(GL_RENDERBUFFER_EXT, 0);
// check status
if (glCheckFramebufferStatusEXT(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE)
{
glDeleteRenderbuffersEXT(1, &stencil);
stencil = 0;
return false;
}
return true;
}
bool isSupported()
{
GLuint fb = 0, stencil = 0;
GLenum status = createFBO(fb, 0);
deleteFBO(fb, stencil, 0);
return status == GL_FRAMEBUFFER_COMPLETE;
}
};
FramebufferStrategy *strategy = nullptr;
FramebufferStrategy strategyNone;
FramebufferStrategyGL3 strategyGL3;
FramebufferStrategyPackedEXT strategyPackedEXT;
FramebufferStrategyEXT strategyEXT;
Canvas *Canvas::current = nullptr;
OpenGL::Viewport Canvas::systemViewport = OpenGL::Viewport();
bool Canvas::screenHasSRGB = false;
int Canvas::switchCount = 0;
int Canvas::canvasCount = 0;
static void getStrategy()
{
if (!strategy)
{
if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object)
strategy = &strategyGL3;
else if (GLEE_EXT_framebuffer_object && GLEE_EXT_packed_depth_stencil)
strategy = &strategyPackedEXT;
else if (GLEE_EXT_framebuffer_object && strategyEXT.isSupported())
strategy = &strategyEXT;
else
strategy = &strategyNone;
}
}
Canvas::Canvas(int width, int height, Format format, int msaa)
: fbo(0)
, resolve_fbo(0)
, texture(0)
, msaa_buffer(0)
, depth_stencil(0)
, format(format)
, msaa_samples(msaa)
, msaa_dirty(false)
, texture_memory(0)
{
this->width = width;
this->height = height;
float w = static_cast<float>(width);
float h = static_cast<float>(height);
// world coordinates
vertices[0].x = 0;
vertices[0].y = 0;
vertices[1].x = 0;
vertices[1].y = h;
vertices[2].x = w;
vertices[2].y = h;
vertices[3].x = w;
vertices[3].y = 0;
// texture coordinates
vertices[0].s = 0;
vertices[0].t = 0;
vertices[1].s = 0;
vertices[1].t = 1;
vertices[2].s = 1;
vertices[2].t = 1;
vertices[3].s = 1;
vertices[3].t = 0;
getStrategy();
loadVolatile();
++canvasCount;
}
Canvas::~Canvas()
{
--canvasCount;
// reset framebuffer if still using this one
if (current == this)
stopGrab();
unloadVolatile();
}
bool Canvas::createMSAAFBO(GLenum internalformat)
{
// Create our FBO without a texture.
status = strategy->createFBO(fbo, 0);
GLuint previous = 0;
if (current != this)
{
if (current != nullptr)
previous = current->fbo;
strategy->bindFBO(fbo);
}
// Create and attach the MSAA buffer for our FBO.
if (strategy->createMSAABuffer(width, height, msaa_samples, internalformat, msaa_buffer))
status = GL_FRAMEBUFFER_COMPLETE;
else
status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
// Create the FBO used for the MSAA resolve, and attach the texture.
if (status == GL_FRAMEBUFFER_COMPLETE)
status = strategy->createFBO(resolve_fbo, texture);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
// Clean up.
strategy->deleteFBO(fbo, 0, msaa_buffer);
strategy->deleteFBO(resolve_fbo, 0, 0);
fbo = msaa_buffer = resolve_fbo = 0;
msaa_samples = 0;
}
if (current != this)
strategy->bindFBO(previous);
return status == GL_FRAMEBUFFER_COMPLETE;
}
bool Canvas::loadVolatile()
{
fbo = depth_stencil = texture = 0;
resolve_fbo = msaa_buffer = 0;
status = GL_FRAMEBUFFER_COMPLETE;
// glTexImage2D is guaranteed to error in this case.
if (width > gl.getMaxTextureSize() || height > gl.getMaxTextureSize())
{
status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
return false;
}
glGenTextures(1, &texture);
gl.bindTexture(texture);
setFilter(filter);
setWrap(wrap);
GLenum internalformat = GL_RGBA;
GLenum externalformat = GL_RGBA;
GLenum textype = GL_UNSIGNED_BYTE;
convertFormat(format, internalformat, externalformat, textype);
while (glGetError() != GL_NO_ERROR)
/* Clear the error buffer. */;
glTexImage2D(GL_TEXTURE_2D,
0,
(GLint) internalformat,
width, height,
0,
externalformat,
textype,
nullptr);
if (glGetError() != GL_NO_ERROR)
{
gl.deleteTexture(texture);
texture = 0;
status = GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT;
return false;
}
int max_samples = 0;
if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object
|| GLEE_EXT_framebuffer_multisample)
{
glGetIntegerv(GL_MAX_SAMPLES, &max_samples);
}
if (msaa_samples > max_samples)
msaa_samples = max_samples;
// Try to create a MSAA FBO if requested.
bool msaasuccess = false;
if (msaa_samples > 1)
msaasuccess = createMSAAFBO(internalformat);
// On failure (or no requested MSAA), fall back to a regular FBO.
if (!msaasuccess)
status = strategy->createFBO(fbo, texture);
if (status != GL_FRAMEBUFFER_COMPLETE)
{
if (fbo != 0)
{
strategy->deleteFBO(fbo, 0, 0);
fbo = 0;
}
return false;
}
clear(Color(0, 0, 0, 0));
msaa_dirty = (msaa_buffer != 0);
size_t prevmemsize = texture_memory;
texture_memory = (getFormatBitsPerPixel(format) * width * height) / 8;
if (msaa_buffer != 0)
texture_memory += (texture_memory * msaa_samples);
gl.updateTextureMemorySize(prevmemsize, texture_memory);
return true;
}
void Canvas::unloadVolatile()
{
strategy->deleteFBO(fbo, depth_stencil, msaa_buffer);
strategy->deleteFBO(resolve_fbo, 0, 0);
gl.deleteTexture(texture);
fbo = depth_stencil = texture = 0;
resolve_fbo = msaa_buffer = 0;
attachedCanvases.clear();
gl.updateTextureMemorySize(texture_memory, 0);
texture_memory = 0;
}
void Canvas::drawv(const Matrix &t, const Vertex *v)
{
OpenGL::TempTransform transform(gl);
transform.get() *= t;
predraw();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, sizeof(Vertex), (GLvoid *)&v[0].x);
glTexCoordPointer(2, GL_FLOAT, sizeof(Vertex), (GLvoid *)&v[0].s);
gl.prepareDraw();
gl.drawArrays(GL_QUADS, 0, 4);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
postdraw();
}
void Canvas::draw(float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
static Matrix t;
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
drawv(t, vertices);
}
void Canvas::drawq(Quad *quad, float x, float y, float angle, float sx, float sy, float ox, float oy, float kx, float ky)
{
static Matrix t;
t.setTransformation(x, y, angle, sx, sy, ox, oy, kx, ky);
const Vertex *v = quad->getVertices();
drawv(t, v);
}
void Canvas::setFilter(const Texture::Filter &f)
{
filter = f;
gl.bindTexture(texture);
gl.setTextureFilter(filter);
}
void Canvas::setWrap(const Texture::Wrap &w)
{
wrap = w;
gl.bindTexture(texture);
gl.setTextureWrap(wrap);
}
GLuint Canvas::getGLTexture() const
{
return texture;
}
void Canvas::predraw()
{
// We need to make sure the texture is up-to-date by resolving the MSAA
// buffer (which we render to when the canvas is active) to it.
resolveMSAA();
gl.bindTexture(texture);
}
void Canvas::setupGrab()
{
// already grabbing
if (current == this)
return;
// cleanup after previous Canvas
if (current != nullptr)
{
systemViewport = current->systemViewport;
current->stopGrab(true);
}
else
systemViewport = gl.getViewport();
// indicate we are using this Canvas.
current = this;
// bind the framebuffer object.
strategy->bindFBO(fbo);
gl.setViewport(OpenGL::Viewport(0, 0, width, height));
// Set up the projection matrix
gl.matrices.projection.push_back(Matrix::ortho(0.0, width, 0.0, height));
// Make sure the correct sRGB setting is used when drawing to the canvas.
if (format == FORMAT_SRGB)
glEnable(GL_FRAMEBUFFER_SRGB);
else if (screenHasSRGB)
glDisable(GL_FRAMEBUFFER_SRGB);
if (msaa_buffer != 0)
msaa_dirty = true;
}
void Canvas::startGrab(const std::vector<Canvas *> &canvases)
{
// Whether the new canvas list is different from the old one.
// A more thorough check is done below.
bool canvaseschanged = canvases.size() != attachedCanvases.size();
if (canvases.size() > 0)
{
if (!isMultiCanvasSupported())
throw love::Exception("Multi-canvas rendering is not supported on this system.");
if ((int) canvases.size() + 1 > gl.getMaxRenderTargets())
throw love::Exception("This system can't simultaniously render to %d canvases.", canvases.size()+1);
if (msaa_samples != 0)
throw love::Exception("Multi-canvas rendering is not supported with MSAA.");
}
for (size_t i = 0; i < canvases.size(); i++)
{
if (canvases[i]->getWidth() != width || canvases[i]->getHeight() != height)
throw love::Exception("All canvas arguments must have the same dimensions.");
if (canvases[i]->getTextureFormat() != format)
throw love::Exception("All canvas arguments must have the same texture format.");
if (canvases[i]->getMSAA() != 0)
throw love::Exception("Multi-canvas rendering is not supported with MSAA.");
if (!canvaseschanged && canvases[i] != attachedCanvases[i])
canvaseschanged = true;
}
setupGrab();
// Don't attach anything if there's nothing to change.
if (!canvaseschanged)
return;
// Attach the canvas textures to the active FBO and set up MRTs.
strategy->setAttachments(canvases);
// We want to avoid reference cycles, so we don't retain the attached
// Canvases here. The code in Graphics::setCanvas retains them.
attachedCanvases = canvases;
}
void Canvas::startGrab()
{
setupGrab();
if (attachedCanvases.size() == 0)
return;
// make sure the FBO is only using a single canvas
strategy->setAttachments();
attachedCanvases.clear();
}
void Canvas::stopGrab(bool switchingToOtherCanvas)
{
// i am not grabbing. leave me alone
if (current != this)
return;
gl.matrices.projection.pop_back();
if (switchingToOtherCanvas)
{
if (format == FORMAT_SRGB)
glDisable(GL_FRAMEBUFFER_SRGB);
}
else
{
// bind system framebuffer.
strategy->bindFBO(0);
current = nullptr;
gl.setViewport(systemViewport);
if (format == FORMAT_SRGB && !screenHasSRGB)
glDisable(GL_FRAMEBUFFER_SRGB);
else if (format != FORMAT_SRGB && screenHasSRGB)
glEnable(GL_FRAMEBUFFER_SRGB);
}
}
void Canvas::clear(Color c)
{
if (strategy == &strategyNone)
return;
GLuint previous = 0;
if (current != this)
{
if (current != nullptr)
previous = current->fbo;
strategy->bindFBO(fbo);
}
GLfloat glcolor[] = {c.r/255.f, c.g/255.f, c.b/255.f, c.a/255.f};
// We don't need to worry about multiple FBO attachments or global clear
// color state when OpenGL 3.0+ is supported.
if (GLEE_VERSION_3_0)
{
glClearBufferfv(GL_COLOR, 0, glcolor);
if (depth_stencil != 0)
{
GLint stencilvalue = 0;
glClearBufferiv(GL_STENCIL, 0, &stencilvalue);
}
}
else
{
// glClear will clear all active draw buffers, so we need to temporarily
// detach any other canvases (when MRT is being used.)
if (attachedCanvases.size() > 0)
strategy->setAttachments();
// Don't use the state-shadowed gl.setClearColor because we want to save
// the previous clear color.
glClearColor(glcolor[0], glcolor[1], glcolor[2], glcolor[3]);
glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT);
if (attachedCanvases.size() > 0)
strategy->setAttachments(attachedCanvases);
// Restore the global clear color.
gl.setClearColor(gl.getClearColor());
}
if (current != this)
strategy->bindFBO(previous);
if (msaa_buffer != 0)
msaa_dirty = true;
}
bool Canvas::checkCreateStencil()
{
// Do nothing if we've already created the stencil buffer.
if (depth_stencil != 0)
return true;
if (current != this)
strategy->bindFBO(fbo);
bool success = strategy->createStencil(width, height, msaa_samples, depth_stencil);
if (current && current != this)
strategy->bindFBO(current->fbo);
else if (!current)
strategy->bindFBO(0);
return success;
}
love::image::ImageData *Canvas::getImageData(love::image::Image *image)
{
resolveMSAA();
int row = 4 * width;
int size = row * height;
GLubyte *pixels = new GLubyte[size];
// Our texture is attached to 'resolve_fbo' when we use MSAA.
if (msaa_samples > 1 && (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object))
glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo);
else if (msaa_samples > 1 && GLEE_EXT_framebuffer_multisample)
glBindFramebufferEXT(GL_READ_FRAMEBUFFER, resolve_fbo);
else
strategy->bindFBO(fbo);
glReadPixels(0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
if (current)
strategy->bindFBO(current->fbo);
else
strategy->bindFBO(0);
// The new ImageData now owns the pixel data, so we don't delete it here.
love::image::ImageData *img = image->newImageData(width, height, (void *)pixels, true);
return img;
}
void Canvas::getPixel(unsigned char* pixel_rgba, int x, int y)
{
if (x < 0 || x >= width || y < 0 || y >= width)
throw love::Exception("Attempt to get out-of-range pixel (%d,%d)!", x, y);
resolveMSAA();
// Our texture is attached to 'resolve_fbo' when we use MSAA.
if (msaa_samples > 1 && (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object))
glBindFramebuffer(GL_READ_FRAMEBUFFER, resolve_fbo);
else if (msaa_samples > 1 && GLEE_EXT_framebuffer_multisample)
glBindFramebufferEXT(GL_READ_FRAMEBUFFER, resolve_fbo);
else if (current != this)
strategy->bindFBO(fbo);
glReadPixels(x, y, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, pixel_rgba);
if (current && current != this)
strategy->bindFBO(current->fbo);
else if (!current)
strategy->bindFBO(0);
}
bool Canvas::resolveMSAA()
{
if (resolve_fbo == 0 || msaa_buffer == 0)
return false;
if (!msaa_dirty)
return true;
GLuint previous = 0;
if (current != nullptr)
previous = current->fbo;
// Do the MSAA resolve by blitting the MSAA renderbuffer to the texture.
if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object)
{
glBindFramebuffer(GL_READ_FRAMEBUFFER, fbo);
glBindFramebuffer(GL_DRAW_FRAMEBUFFER, resolve_fbo);
glBlitFramebuffer(0, 0, width, height, 0, 0, width, height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else if (GLEE_EXT_framebuffer_multisample && GLEE_EXT_framebuffer_blit)
{
glBindFramebufferEXT(GL_READ_FRAMEBUFFER, fbo);
glBindFramebufferEXT(GL_DRAW_FRAMEBUFFER, resolve_fbo);
glBlitFramebufferEXT(0, 0, width, height, 0, 0, width, height,
GL_COLOR_BUFFER_BIT, GL_NEAREST);
}
else
return false;
strategy->bindFBO(previous);
if (current != this)
msaa_dirty = false;
return true;
}
Canvas::Format Canvas::getSizedFormat(Canvas::Format format)
{
switch (format)
{
case FORMAT_NORMAL:
return FORMAT_RGBA8;
case FORMAT_HDR:
return FORMAT_RGBA16F;
default:
return format;
}
}
void Canvas::convertFormat(Canvas::Format format, GLenum &internalformat, GLenum &externalformat, GLenum &type)
{
format = getSizedFormat(format);
externalformat = GL_RGBA;
switch (format)
{
case FORMAT_RGBA8:
default:
internalformat = GL_RGBA8;
type = GL_UNSIGNED_BYTE;
break;
case FORMAT_RGBA4:
internalformat = GL_RGBA4;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case FORMAT_RGB5A1:
internalformat = GL_RGB5_A1;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case FORMAT_RGB565:
internalformat = GL_RGB565;
externalformat = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case FORMAT_RGB10A2:
internalformat = GL_RGB10_A2;
type = GL_UNSIGNED_INT_10_10_10_2;
break;
case FORMAT_RG11B10F:
internalformat = GL_R11F_G11F_B10F;
externalformat = GL_RGB;
type = GL_UNSIGNED_INT_10F_11F_11F_REV;
break;
case FORMAT_RGBA16F:
internalformat = GL_RGBA16F;
type = GL_FLOAT;
break;
case FORMAT_RGBA32F:
internalformat = GL_RGBA32F;
type = GL_FLOAT;
break;
case FORMAT_SRGB:
internalformat = GL_SRGB8_ALPHA8;
type = GL_UNSIGNED_BYTE;
break;
}
}
size_t Canvas::getFormatBitsPerPixel(Format format)
{
switch (getSizedFormat(format))
{
case FORMAT_RGBA8:
case FORMAT_RGB10A2:
case FORMAT_RG11B10F:
case FORMAT_SRGB:
default:
return 32;
case FORMAT_RGBA4:
case FORMAT_RGB5A1:
case FORMAT_RGB565:
return 16;
case FORMAT_RGBA16F:
return 64;
case FORMAT_RGBA32F:
return 128;
}
}
bool Canvas::isSupported()
{
getStrategy();
return (strategy != &strategyNone);
}
bool Canvas::isMultiCanvasSupported()
{
// system must support at least 4 simultanious active canvases.
return gl.getMaxRenderTargets() >= 4;
}
bool Canvas::supportedFormats[] = {false};
bool Canvas::checkedFormats[] = {false};
bool Canvas::isFormatSupported(Canvas::Format format)
{
if (!isSupported())
return false;
bool supported = true;
format = getSizedFormat(format);
switch (format)
{
case FORMAT_RGBA8:
case FORMAT_RGBA4:
case FORMAT_RGB5A1:
case FORMAT_RGB10A2:
supported = true;
break;
case FORMAT_RGB565:
supported = GLEE_VERSION_4_2 || GLEE_ARB_ES2_compatibility;
break;
case FORMAT_RG11B10F:
supported = GLEE_VERSION_3_0 || GLEE_EXT_packed_float;
break;
case FORMAT_RGBA16F:
case FORMAT_RGBA32F:
supported = GLEE_VERSION_3_0 || GLEE_ARB_texture_float;
break;
case FORMAT_SRGB:
supported = GLEE_VERSION_3_0 || ((GLEE_ARB_framebuffer_sRGB || GLEE_EXT_framebuffer_sRGB)
&& (GLEE_VERSION_2_1 || GLEE_EXT_texture_sRGB));
break;
default:
supported = false;
break;
}
if (!supported)
return false;
if (checkedFormats[format])
return supportedFormats[format];
// Even though we might have the necessary OpenGL version or extension,
// drivers are still allowed to throw FRAMEBUFFER_UNSUPPORTED when attaching
// a texture to a FBO whose format the driver doesn't like. So we should
// test with an actual FBO.
GLenum internalformat = GL_RGBA;
GLenum externalformat = GL_RGBA;
GLenum textype = GL_UNSIGNED_BYTE;
convertFormat(format, internalformat, externalformat, textype);
GLuint texture = 0;
glGenTextures(1, &texture);
gl.bindTexture(texture);
Texture::Filter f;
f.min = f.mag = Texture::FILTER_NEAREST;
gl.setTextureFilter(f);
Texture::Wrap w;
gl.setTextureWrap(w);
glTexImage2D(GL_TEXTURE_2D, 0, internalformat, 2, 2, 0, externalformat, textype, nullptr);
GLuint fbo = 0;
supported = (strategy->createFBO(fbo, texture) == GL_FRAMEBUFFER_COMPLETE);
strategy->deleteFBO(fbo, 0, 0);
gl.deleteTexture(texture);
// Cache the result so we don't do this for every isFormatSupported call.
checkedFormats[format] = true;
supportedFormats[format] = supported;
return supported;
}
bool Canvas::getConstant(const char *in, Format &out)
{
return formats.find(in, out);
}
bool Canvas::getConstant(Format in, const char *&out)
{
return formats.find(in, out);
}
StringMap<Canvas::Format, Canvas::FORMAT_MAX_ENUM>::Entry Canvas::formatEntries[] =
{
{"normal", Canvas::FORMAT_NORMAL},
{"hdr", Canvas::FORMAT_HDR},
{"rgba8", Canvas::FORMAT_RGBA8},
{"rgba4", Canvas::FORMAT_RGBA4},
{"rgb5a1", Canvas::FORMAT_RGB5A1},
{"rgb565", Canvas::FORMAT_RGB565},
{"rgb10a2", Canvas::FORMAT_RGB10A2},
{"rg11b10f", Canvas::FORMAT_RG11B10F},
{"rgba16f", Canvas::FORMAT_RGBA16F},
{"rgba32f", Canvas::FORMAT_RGBA32F},
{"srgb", Canvas::FORMAT_SRGB},
};
StringMap<Canvas::Format, Canvas::FORMAT_MAX_ENUM> Canvas::formats(Canvas::formatEntries, sizeof(Canvas::formatEntries));
} // opengl
} // graphics
} // love