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love/src/modules/graphics/opengl/OpenGL.cpp
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628 lines
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C++

/**
* 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 "OpenGL.h"
#include "Shader.h"
#include "Canvas.h"
#include "common/Exception.h"
// C++
#include <algorithm>
#include <limits>
// C
#include <cstring>
namespace love
{
namespace graphics
{
namespace opengl
{
OpenGL::OpenGL()
: stats()
, contextInitialized(false)
, maxAnisotropy(1.0f)
, maxTextureSize(0)
, maxRenderTargets(0)
, vendor(VENDOR_UNKNOWN)
, state()
{
matrices.transform.reserve(10);
matrices.projection.reserve(2);
}
void OpenGL::initContext()
{
if (contextInitialized)
return;
initOpenGLFunctions();
initVendor();
initMatrices();
// Store the current color so we don't have to get it through GL later.
GLfloat glcolor[4];
glGetFloatv(GL_CURRENT_COLOR, glcolor);
state.color.r = glcolor[0] * 255;
state.color.g = glcolor[1] * 255;
state.color.b = glcolor[2] * 255;
state.color.a = glcolor[3] * 255;
// Same with the current clear color.
glGetFloatv(GL_COLOR_CLEAR_VALUE, glcolor);
state.clearColor.r = glcolor[0] * 255;
state.clearColor.g = glcolor[1] * 255;
state.clearColor.b = glcolor[2] * 255;
state.clearColor.a = glcolor[3] * 255;
// Get the current viewport.
glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
// And the current scissor - but we need to compensate for GL scissors
// starting at the bottom left instead of top left.
glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
// Initialize multiple texture unit support for shaders, if available.
state.textureUnits.clear();
if (Shader::isSupported())
{
GLint maxtextureunits;
glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits);
state.textureUnits.resize(maxtextureunits, 0);
GLenum curgltextureunit;
glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *) &curgltextureunit);
state.curTextureUnit = (int) curgltextureunit - GL_TEXTURE0;
// Retrieve currently bound textures for each texture unit.
for (size_t i = 0; i < state.textureUnits.size(); i++)
{
glActiveTexture(GL_TEXTURE0 + i);
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.textureUnits[i]);
}
glActiveTexture(curgltextureunit);
}
else
{
// Multitexturing not supported, so we only have 1 texture unit.
state.textureUnits.resize(1, 0);
state.curTextureUnit = 0;
glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.textureUnits[0]);
}
BlendState blend = {GL_ONE, GL_ONE, GL_ZERO, GL_ZERO, GL_FUNC_ADD};
setBlendState(blend);
initMaxValues();
createDefaultTexture();
// Invalidate the cached matrices by setting some elements to NaN.
float nan = std::numeric_limits<float>::quiet_NaN();
state.lastProjectionMatrix.setTranslation(nan, nan);
state.lastTransformMatrix.setTranslation(nan, nan);
glMatrixMode(GL_MODELVIEW);
contextInitialized = true;
}
void OpenGL::deInitContext()
{
if (!contextInitialized)
return;
contextInitialized = false;
}
void OpenGL::initVendor()
{
const char *vstr = (const char *) glGetString(GL_VENDOR);
if (!vstr)
{
vendor = VENDOR_UNKNOWN;
return;
}
// http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
if (strstr(vstr, "ATI Technologies"))
vendor = VENDOR_ATI_AMD;
else if (strstr(vstr, "NVIDIA"))
vendor = VENDOR_NVIDIA;
else if (strstr(vstr, "Intel"))
vendor = VENDOR_INTEL;
else if (strstr(vstr, "Mesa"))
vendor = VENDOR_MESA_SOFT;
else if (strstr(vstr, "Apple Computer"))
vendor = VENDOR_APPLE;
else if (strstr(vstr, "Microsoft"))
vendor = VENDOR_MICROSOFT;
else
vendor = VENDOR_UNKNOWN;
}
void OpenGL::initOpenGLFunctions()
{
// The functionality of the core and ARB VBOs are identical, so we can
// assign the pointers of the core functions to the names of the ARB
// functions, if the latter isn't supported but the former is.
if (GLEE_VERSION_1_5 && !GLEE_ARB_vertex_buffer_object)
{
glBindBufferARB = (GLEEPFNGLBINDBUFFERARBPROC) glBindBuffer;
glBufferDataARB = (GLEEPFNGLBUFFERDATAARBPROC) glBufferData;
glBufferSubDataARB = (GLEEPFNGLBUFFERSUBDATAARBPROC) glBufferSubData;
glDeleteBuffersARB = (GLEEPFNGLDELETEBUFFERSARBPROC) glDeleteBuffers;
glGenBuffersARB = (GLEEPFNGLGENBUFFERSARBPROC) glGenBuffers;
glGetBufferParameterivARB = (GLEEPFNGLGETBUFFERPARAMETERIVARBPROC) glGetBufferParameteriv;
glGetBufferPointervARB = (GLEEPFNGLGETBUFFERPOINTERVARBPROC) glGetBufferPointerv;
glGetBufferSubDataARB = (GLEEPFNGLGETBUFFERSUBDATAARBPROC) glGetBufferSubData;
glIsBufferARB = (GLEEPFNGLISBUFFERARBPROC) glIsBuffer;
glMapBufferARB = (GLEEPFNGLMAPBUFFERARBPROC) glMapBuffer;
glUnmapBufferARB = (GLEEPFNGLUNMAPBUFFERARBPROC) glUnmapBuffer;
}
// Same deal for compressed textures.
if (GLEE_VERSION_1_3 && !GLEE_ARB_texture_compression)
{
glCompressedTexImage2DARB = (GLEEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC) glCompressedTexImage2D;
glCompressedTexSubImage2DARB = (GLEEPFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) glCompressedTexSubImage2D;
glGetCompressedTexImageARB = (GLEEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC) glGetCompressedTexImage;
}
}
void OpenGL::initMaxValues()
{
// We'll need this value to clamp anisotropy.
if (GLEE_EXT_texture_filter_anisotropic)
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
else
maxAnisotropy = 1.0f;
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
if (Canvas::isSupported() && (GLEE_VERSION_2_0 || GLEE_ARB_draw_buffers))
{
int maxattachments = 0;
glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
int maxdrawbuffers = 0;
glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
maxRenderTargets = std::min(maxattachments, maxdrawbuffers);
}
else
maxRenderTargets = 0;
}
void OpenGL::initMatrices()
{
matrices.transform.clear();
matrices.projection.clear();
matrices.transform.push_back(Matrix());
matrices.projection.push_back(Matrix());
}
void OpenGL::createDefaultTexture()
{
// Set the 'default' texture (id 0) as a repeating white pixel. Otherwise,
// texture2D calls inside a shader would return black when drawing graphics
// primitives, which would create the need to use different "passthrough"
// shaders for untextured primitives vs images.
GLuint curtexture = state.textureUnits[state.curTextureUnit];
bindTexture(0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
GLubyte pix = 255;
glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pix);
bindTexture(curtexture);
}
void OpenGL::pushTransform()
{
matrices.transform.push_back(matrices.transform.back());
}
void OpenGL::popTransform()
{
matrices.transform.pop_back();
}
Matrix &OpenGL::getTransform()
{
return matrices.transform.back();
}
void OpenGL::prepareDraw()
{
Shader *shader = Shader::current;
if (shader != nullptr)
{
// Make sure the active shader has the correct values for its
// love-provided uniforms.
shader->checkSetScreenParams();
// We need to make sure antialiased Canvases are properly resolved
// before sampling from their textures in a shader.
// This is kind of a big hack. :(
for (auto &r : shader->getBoundRetainables())
{
// Even bigger hack! D:
Canvas *canvas = dynamic_cast<Canvas *>(r.second);
if (canvas != nullptr)
canvas->resolveMSAA();
}
}
const float *curproj = matrices.projection.back().getElements();
const float *lastproj = state.lastProjectionMatrix.getElements();
// We only need to re-upload the projection matrix if it's changed.
if (memcmp(curproj, lastproj, sizeof(float) * 16) != 0)
{
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(curproj);
glMatrixMode(GL_MODELVIEW);
state.lastProjectionMatrix = matrices.projection.back();
}
const float *curxform = matrices.transform.back().getElements();
const float *lastxform = state.lastTransformMatrix.getElements();
// Same with the transform matrix.
if (memcmp(curxform, lastxform, sizeof(float) * 16) != 0)
{
glLoadMatrixf(curxform);
state.lastTransformMatrix = matrices.transform.back();
}
}
void OpenGL::drawArrays(GLenum mode, GLint first, GLsizei count)
{
glDrawArrays(mode, first, count);
++stats.drawCalls;
}
void OpenGL::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
{
glDrawElements(mode, count, type, indices);
++stats.drawCalls;
}
void OpenGL::setColor(const Color &c)
{
glColor4ubv(&c.r);
state.color = c;
}
Color OpenGL::getColor() const
{
return state.color;
}
void OpenGL::setClearColor(const Color &c)
{
glClearColor(c.r / 255.0f, c.g / 255.0f, c.b / 255.0f, c.a / 255.0f);
state.clearColor = c;
}
Color OpenGL::getClearColor() const
{
return state.clearColor;
}
void OpenGL::setViewport(const OpenGL::Viewport &v)
{
glViewport(v.x, v.y, v.w, v.h);
state.viewport = v;
// glScissor starts from the lower left, so we compensate when setting the
// scissor. When the viewport is changed, we need to manually update the
// scissor again.
setScissor(state.scissor);
}
OpenGL::Viewport OpenGL::getViewport() const
{
return state.viewport;
}
void OpenGL::setScissor(const OpenGL::Viewport &v)
{
if (Canvas::current)
glScissor(v.x, v.y, v.w, v.h);
else
{
// With no Canvas active, we need to compensate for glScissor starting
// from the lower left of the viewport instead of the top left.
glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
}
state.scissor = v;
}
OpenGL::Viewport OpenGL::getScissor() const
{
return state.scissor;
}
void OpenGL::setBlendState(const BlendState &blend)
{
if (GLEE_VERSION_1_4 || GLEE_ARB_imaging)
glBlendEquation(blend.func);
else if (GLEE_EXT_blend_minmax && GLEE_EXT_blend_subtract)
glBlendEquationEXT(blend.func);
else
{
if (blend.func == GL_FUNC_REVERSE_SUBTRACT)
throw love::Exception("This graphics card does not support the subtractive blend mode!");
// GL_FUNC_ADD is the default even without access to glBlendEquation, so that'll still work.
}
if (blend.srcRGB == blend.srcA && blend.dstRGB == blend.dstA)
glBlendFunc(blend.srcRGB, blend.dstRGB);
else
{
if (GLEE_VERSION_1_4)
glBlendFuncSeparate(blend.srcRGB, blend.dstRGB, blend.srcA, blend.dstA);
else if (GLEE_EXT_blend_func_separate)
glBlendFuncSeparateEXT(blend.srcRGB, blend.dstRGB, blend.srcA, blend.dstA);
else
throw love::Exception("This graphics card does not support separated rgb and alpha blend functions!");
}
state.blend = blend;
}
OpenGL::BlendState OpenGL::getBlendState() const
{
return state.blend;
}
void OpenGL::setTextureUnit(int textureunit)
{
if (textureunit < 0 || (size_t) textureunit >= state.textureUnits.size())
throw love::Exception("Invalid texture unit index (%d).", textureunit);
if (textureunit != state.curTextureUnit)
{
if (state.textureUnits.size() > 1)
glActiveTexture(GL_TEXTURE0 + textureunit);
else
throw love::Exception("Multitexturing is not supported.");
}
state.curTextureUnit = textureunit;
}
void OpenGL::bindTexture(GLuint texture)
{
if (texture != state.textureUnits[state.curTextureUnit])
{
state.textureUnits[state.curTextureUnit] = texture;
glBindTexture(GL_TEXTURE_2D, texture);
}
}
void OpenGL::bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
{
if (textureunit < 0 || (size_t) textureunit >= state.textureUnits.size())
throw love::Exception("Invalid texture unit index.");
if (texture != state.textureUnits[textureunit])
{
int oldtextureunit = state.curTextureUnit;
setTextureUnit(textureunit);
state.textureUnits[textureunit] = texture;
glBindTexture(GL_TEXTURE_2D, texture);
if (restoreprev)
setTextureUnit(oldtextureunit);
}
}
void OpenGL::deleteTexture(GLuint texture)
{
// glDeleteTextures binds texture 0 to all texture units the deleted texture
// was bound to before deletion.
for (GLuint &texid : state.textureUnits)
{
if (texid == texture)
texid = 0;
}
glDeleteTextures(1, &texture);
}
float OpenGL::setTextureFilter(graphics::Texture::Filter &f)
{
GLint gmin, gmag;
if (f.mipmap == Texture::FILTER_NONE)
{
if (f.min == Texture::FILTER_NEAREST)
gmin = GL_NEAREST;
else // f.min == Texture::FILTER_LINEAR
gmin = GL_LINEAR;
}
else
{
if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_NEAREST)
gmin = GL_NEAREST_MIPMAP_NEAREST;
else if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_LINEAR)
gmin = GL_NEAREST_MIPMAP_LINEAR;
else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_NEAREST)
gmin = GL_LINEAR_MIPMAP_NEAREST;
else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_LINEAR)
gmin = GL_LINEAR_MIPMAP_LINEAR;
else
gmin = GL_LINEAR;
}
switch (f.mag)
{
case Texture::FILTER_NEAREST:
gmag = GL_NEAREST;
break;
case Texture::FILTER_LINEAR:
default:
gmag = GL_LINEAR;
break;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gmin);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gmag);
if (GLEE_EXT_texture_filter_anisotropic)
{
f.anisotropy = std::min(std::max(f.anisotropy, 1.0f), maxAnisotropy);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, f.anisotropy);
}
return f.anisotropy;
}
void OpenGL::setTextureWrap(const graphics::Texture::Wrap &w)
{
auto glWrapMode = [](Texture::WrapMode wmode) -> GLint
{
switch (wmode)
{
case Texture::WRAP_CLAMP:
default:
return GL_CLAMP_TO_EDGE;
case Texture::WRAP_REPEAT:
return GL_REPEAT;
case Texture::WRAP_MIRRORED_REPEAT:
return GL_MIRRORED_REPEAT;
}
};
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapMode(w.s));
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapMode(w.t));
}
int OpenGL::getMaxTextureSize() const
{
return maxTextureSize;
}
int OpenGL::getMaxRenderTargets() const
{
return maxRenderTargets;
}
void OpenGL::updateTextureMemorySize(size_t oldsize, size_t newsize)
{
int64 memsize = (int64) stats.textureMemory + ((int64 )newsize - (int64) oldsize);
stats.textureMemory = (size_t) std::max(memsize, (int64) 0);
}
OpenGL::Vendor OpenGL::getVendor() const
{
return vendor;
}
const char *OpenGL::debugSeverityString(GLenum severity)
{
switch (severity)
{
case GL_DEBUG_SEVERITY_HIGH:
return "high";
case GL_DEBUG_SEVERITY_MEDIUM:
return "medium";
case GL_DEBUG_SEVERITY_LOW:
return "low";
default:
break;
}
return "unknown";
}
const char *OpenGL::debugSourceString(GLenum source)
{
switch (source)
{
case GL_DEBUG_SOURCE_API:
return "API";
case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
return "window";
case GL_DEBUG_SOURCE_SHADER_COMPILER:
return "shader";
case GL_DEBUG_SOURCE_THIRD_PARTY:
return "external";
case GL_DEBUG_SOURCE_APPLICATION:
return "LOVE";
case GL_DEBUG_SOURCE_OTHER:
return "other";
default:
break;
}
return "unknown";
}
const char *OpenGL::debugTypeString(GLenum type)
{
switch (type)
{
case GL_DEBUG_TYPE_ERROR:
return "error";
case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
return "deprecated behavior";
case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
return "undefined behavior";
case GL_DEBUG_TYPE_PERFORMANCE:
return "performance";
case GL_DEBUG_TYPE_PORTABILITY:
return "portability";
case GL_DEBUG_TYPE_OTHER:
return "other";
default:
break;
}
return "unknown";
}
// OpenGL class instance singleton.
OpenGL gl;
} // opengl
} // graphics
} // love