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https://github.com/love2d/love.git
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718 lines
18 KiB
C++
718 lines
18 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 "OpenGL.h"
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#include "Shader.h"
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#include "Canvas.h"
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#include "common/Exception.h"
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// C++
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#include <algorithm>
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#include <limits>
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// C
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#include <cstring>
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// For SDL_GL_GetProcAddress.
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#include <SDL_video.h>
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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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OpenGL::OpenGL()
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: stats()
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, contextInitialized(false)
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, maxAnisotropy(1.0f)
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, maxTextureSize(0)
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, maxRenderTargets(1)
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, maxRenderbufferSamples(0)
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, maxTextureUnits(1)
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, vendor(VENDOR_UNKNOWN)
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, state()
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{
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matrices.transform.reserve(10);
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matrices.projection.reserve(2);
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}
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bool OpenGL::initContext()
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{
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if (contextInitialized)
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return true;
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if (!gladLoadGLLoader(SDL_GL_GetProcAddress))
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return false;
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initOpenGLFunctions();
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initVendor();
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initMatrices();
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contextInitialized = true;
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return true;
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}
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void OpenGL::setupContext()
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{
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if (!contextInitialized)
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return;
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initMaxValues();
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GLfloat glcolor[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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glVertexAttrib4fv(ATTRIB_COLOR, glcolor);
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glVertexAttrib4fv(ATTRIB_CONSTANTCOLOR, glcolor);
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GLint maxvertexattribs = 1;
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glGetIntegerv(GL_MAX_VERTEX_ATTRIBS, &maxvertexattribs);
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state.enabledAttribArrays = 1u << uint32(maxvertexattribs - 1);
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useVertexAttribArrays(0);
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// Get the current viewport.
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glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
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// And the current scissor - but we need to compensate for GL scissors
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// starting at the bottom left instead of top left.
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glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
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state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
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if (GLAD_VERSION_1_0)
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glGetFloatv(GL_POINT_SIZE, &state.pointSize);
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else
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state.pointSize = 1.0f;
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if (GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_sRGB || GLAD_EXT_framebuffer_sRGB
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|| GLAD_EXT_sRGB_write_control)
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{
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state.framebufferSRGBEnabled = (glIsEnabled(GL_FRAMEBUFFER_SRGB) == GL_TRUE);
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}
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else
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state.framebufferSRGBEnabled = false;
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// Initialize multiple texture unit support for shaders.
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state.boundTextures.clear();
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state.boundTextures.resize(maxTextureUnits, 0);
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GLenum curgltextureunit;
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glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *) &curgltextureunit);
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state.curTextureUnit = (int) curgltextureunit - GL_TEXTURE0;
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// Retrieve currently bound textures for each texture unit.
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for (int i = 0; i < (int) state.boundTextures.size(); i++)
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{
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glActiveTexture(GL_TEXTURE0 + i);
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glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.boundTextures[i]);
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}
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glActiveTexture(curgltextureunit);
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createDefaultTexture();
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// Invalidate the cached matrices by setting some elements to NaN.
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float nan = std::numeric_limits<float>::quiet_NaN();
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state.lastProjectionMatrix.setTranslation(nan, nan);
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state.lastTransformMatrix.setTranslation(nan, nan);
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if (GLAD_VERSION_1_0)
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glMatrixMode(GL_MODELVIEW);
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contextInitialized = true;
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}
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void OpenGL::deInitContext()
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{
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if (!contextInitialized)
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return;
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glDeleteTextures(1, &state.defaultTexture);
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state.defaultTexture = 0;
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contextInitialized = false;
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}
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void OpenGL::initVendor()
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{
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const char *vstr = (const char *) glGetString(GL_VENDOR);
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if (!vstr)
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{
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vendor = VENDOR_UNKNOWN;
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return;
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}
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// http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
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// http://stackoverflow.com/questions/2093594/opengl-extensions-available-on-different-android-devices
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if (strstr(vstr, "ATI Technologies"))
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vendor = VENDOR_AMD;
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else if (strstr(vstr, "NVIDIA"))
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vendor = VENDOR_NVIDIA;
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else if (strstr(vstr, "Intel"))
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vendor = VENDOR_INTEL;
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else if (strstr(vstr, "Mesa"))
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vendor = VENDOR_MESA_SOFT;
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else if (strstr(vstr, "Apple Computer") || strstr(vstr, "Apple Inc."))
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vendor = VENDOR_APPLE;
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else if (strstr(vstr, "Microsoft"))
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vendor = VENDOR_MICROSOFT;
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else if (strstr(vstr, "Imagination"))
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vendor = VENDOR_IMGTEC;
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else if (strstr(vstr, "ARM"))
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vendor = VENDOR_ARM;
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else if (strstr(vstr, "Qualcomm"))
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vendor = VENDOR_QUALCOMM;
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else if (strstr(vstr, "Broadcom"))
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vendor = VENDOR_BROADCOM;
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else if (strstr(vstr, "Vivante"))
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vendor = VENDOR_VIVANTE;
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else
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vendor = VENDOR_UNKNOWN;
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}
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void OpenGL::initOpenGLFunctions()
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{
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// Alias extension-suffixed framebuffer functions to core versions since
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// there are so many different-named extensions that do the same things...
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if (!(GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object))
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{
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if (GLAD_VERSION_1_0 && GLAD_EXT_framebuffer_object)
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{
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fp_glBindRenderbuffer = fp_glBindRenderbufferEXT;
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fp_glDeleteRenderbuffers = fp_glDeleteRenderbuffersEXT;
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fp_glGenRenderbuffers = fp_glGenRenderbuffersEXT;
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fp_glRenderbufferStorage = fp_glRenderbufferStorageEXT;
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fp_glGetRenderbufferParameteriv = fp_glGetRenderbufferParameterivEXT;
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fp_glBindFramebuffer = fp_glBindFramebufferEXT;
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fp_glDeleteFramebuffers = fp_glDeleteFramebuffersEXT;
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fp_glGenFramebuffers = fp_glGenFramebuffersEXT;
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fp_glCheckFramebufferStatus = fp_glCheckFramebufferStatusEXT;
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fp_glFramebufferTexture2D = fp_glFramebufferTexture2DEXT;
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fp_glFramebufferRenderbuffer = fp_glFramebufferRenderbufferEXT;
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fp_glGetFramebufferAttachmentParameteriv = fp_glGetFramebufferAttachmentParameterivEXT;
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fp_glGenerateMipmap = fp_glGenerateMipmapEXT;
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}
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if (GLAD_EXT_framebuffer_blit)
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fp_glBlitFramebuffer = fp_glBlitFramebufferEXT;
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else if (GLAD_ANGLE_framebuffer_blit)
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fp_glBlitFramebuffer = fp_glBlitFramebufferANGLE;
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else if (GLAD_NV_framebuffer_blit)
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fp_glBlitFramebuffer = fp_glBlitFramebufferNV;
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if (GLAD_EXT_framebuffer_multisample)
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fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleEXT;
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else if (GLAD_APPLE_framebuffer_multisample)
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fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleAPPLE;
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else if (GLAD_ANGLE_framebuffer_multisample)
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fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleANGLE;
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else if (GLAD_NV_framebuffer_multisample)
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fp_glRenderbufferStorageMultisample = fp_glRenderbufferStorageMultisampleNV;
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}
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}
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void OpenGL::initMaxValues()
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{
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// We'll need this value to clamp anisotropy.
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if (GLAD_EXT_texture_filter_anisotropic)
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
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else
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maxAnisotropy = 1.0f;
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
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int maxattachments = 1;
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int maxdrawbuffers = 1;
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if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_2_0)
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{
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glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
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glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
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}
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maxRenderTargets = std::min(maxattachments, maxdrawbuffers);
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if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object
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|| GLAD_EXT_framebuffer_multisample || GLAD_APPLE_framebuffer_multisample
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|| GLAD_ANGLE_framebuffer_multisample)
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{
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glGetIntegerv(GL_MAX_SAMPLES, &maxRenderbufferSamples);
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}
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else
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maxRenderbufferSamples = 0;
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glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxTextureUnits);
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}
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void OpenGL::initMatrices()
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{
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matrices.transform.clear();
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matrices.projection.clear();
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matrices.transform.push_back(Matrix());
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matrices.projection.push_back(Matrix());
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}
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void OpenGL::createDefaultTexture()
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{
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// Set the 'default' texture (id 0) as a repeating white pixel. Otherwise,
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// texture2D calls inside a shader would return black when drawing graphics
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// primitives, which would create the need to use different "passthrough"
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// shaders for untextured primitives vs images.
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GLuint curtexture = state.boundTextures[state.curTextureUnit];
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glGenTextures(1, &state.defaultTexture);
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bindTexture(state.defaultTexture);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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GLubyte pix[] = {255, 255, 255, 255};
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, pix);
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bindTexture(curtexture);
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}
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void OpenGL::pushTransform()
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{
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matrices.transform.push_back(matrices.transform.back());
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}
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void OpenGL::popTransform()
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{
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matrices.transform.pop_back();
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}
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Matrix &OpenGL::getTransform()
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{
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return matrices.transform.back();
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}
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void OpenGL::prepareDraw()
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{
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TempDebugGroup debuggroup("Prepare OpenGL draw");
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Shader *shader = Shader::current;
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if (shader != nullptr)
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{
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// Make sure the active shader has the correct values for its love-
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// provided uniforms.
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shader->checkSetScreenParams();
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}
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const Matrix &curproj = matrices.projection.back();
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const Matrix &curxform = matrices.transform.back();
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if (GLAD_ES_VERSION_2_0 && shader)
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{
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// Send built-in uniforms to the current shader.
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shader->sendBuiltinMatrix(Shader::BUILTIN_TRANSFORM_MATRIX, 4, curxform.getElements(), 1);
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shader->sendBuiltinMatrix(Shader::BUILTIN_PROJECTION_MATRIX, 4, curproj.getElements(), 1);
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Matrix tp_matrix(curproj * curxform);
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shader->sendBuiltinMatrix(Shader::BUILTIN_TRANSFORM_PROJECTION_MATRIX, 4, tp_matrix.getElements(), 1);
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shader->checkSetPointSize(state.pointSize);
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}
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else if (GLAD_VERSION_1_0)
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{
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const Matrix &lastproj = state.lastProjectionMatrix;
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const Matrix &lastxform = state.lastTransformMatrix;
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// We only need to re-upload the projection matrix if it's changed.
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if (memcmp(curproj.getElements(), lastproj.getElements(), sizeof(float) * 16) != 0)
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{
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glMatrixMode(GL_PROJECTION);
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glLoadMatrixf(curproj.getElements());
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glMatrixMode(GL_MODELVIEW);
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state.lastProjectionMatrix = matrices.projection.back();
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}
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// Same with the transform matrix.
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if (memcmp(curxform.getElements(), lastxform.getElements(), sizeof(float) * 16) != 0)
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{
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glLoadMatrixf(curxform.getElements());
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state.lastTransformMatrix = matrices.transform.back();
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}
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}
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}
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void OpenGL::drawArrays(GLenum mode, GLint first, GLsizei count)
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{
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glDrawArrays(mode, first, count);
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++stats.drawCalls;
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}
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void OpenGL::drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices)
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{
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glDrawElements(mode, count, type, indices);
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++stats.drawCalls;
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}
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void OpenGL::useVertexAttribArrays(uint32 arraybits)
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{
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uint32 diff = arraybits ^ state.enabledAttribArrays;
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if (diff == 0)
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return;
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// Max 32 attributes. As of when this was written, no GL driver exposes more
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// than 32. Lets hope that doesn't change...
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for (uint32 i = 0; i < 32; i++)
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{
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uint32 bit = 1 << i;
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if (diff & bit)
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{
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if (arraybits & bit)
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glEnableVertexAttribArray(i);
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else
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glDisableVertexAttribArray(i);
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}
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}
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state.enabledAttribArrays = arraybits;
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// glDisableVertexAttribArray will make the constant value for a vertex
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// attribute undefined. We rely on the per-vertex color attribte being white
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// when no per-vertex color is used, so we set it here.
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// FIXME: Is there a better place to do this?
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if ((diff & ATTRIBFLAG_COLOR) && !(arraybits & ATTRIBFLAG_COLOR))
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glVertexAttrib4f(ATTRIB_COLOR, 1.0f, 1.0f, 1.0f, 1.0f);
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}
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void OpenGL::setViewport(const OpenGL::Viewport &v)
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{
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glViewport(v.x, v.y, v.w, v.h);
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state.viewport = v;
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// glScissor starts from the lower left, so we compensate when setting the
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// scissor. When the viewport is changed, we need to manually update the
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// scissor again.
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setScissor(state.scissor);
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}
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OpenGL::Viewport OpenGL::getViewport() const
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{
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return state.viewport;
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}
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void OpenGL::setScissor(const OpenGL::Viewport &v)
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{
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if (Canvas::current)
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glScissor(v.x, v.y, v.w, v.h);
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else
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{
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// With no Canvas active, we need to compensate for glScissor starting
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// from the lower left of the viewport instead of the top left.
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glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
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}
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state.scissor = v;
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}
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OpenGL::Viewport OpenGL::getScissor() const
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{
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return state.scissor;
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}
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void OpenGL::setPointSize(float size)
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{
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if (GLAD_VERSION_1_0)
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glPointSize(size);
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state.pointSize = size;
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}
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float OpenGL::getPointSize() const
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{
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return state.pointSize;
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}
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void OpenGL::setFramebufferSRGB(bool enable)
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{
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if (enable)
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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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state.framebufferSRGBEnabled = enable;
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}
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bool OpenGL::hasFramebufferSRGB() const
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{
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return state.framebufferSRGBEnabled;
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}
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void OpenGL::bindFramebuffer(GLenum target, GLuint framebuffer)
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{
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glBindFramebuffer(target, framebuffer);
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if (target == GL_FRAMEBUFFER)
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++stats.framebufferBinds;
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}
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GLuint OpenGL::getDefaultFBO() const
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{
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#ifdef LOVE_IOS
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// Hack: iOS uses a custom FBO.
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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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return info.info.uikit.framebuffer;
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#else
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return 0;
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#endif
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}
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GLuint OpenGL::getDefaultTexture() const
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{
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return state.defaultTexture;
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}
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void OpenGL::setTextureUnit(int textureunit)
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{
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if (textureunit < 0 || (size_t) textureunit >= state.boundTextures.size())
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throw love::Exception("Invalid texture unit index (%d).", textureunit);
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if (textureunit != state.curTextureUnit)
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glActiveTexture(GL_TEXTURE0 + textureunit);
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state.curTextureUnit = textureunit;
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}
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void OpenGL::bindTexture(GLuint texture)
|
|
{
|
|
if (texture != state.boundTextures[state.curTextureUnit])
|
|
{
|
|
state.boundTextures[state.curTextureUnit] = texture;
|
|
glBindTexture(GL_TEXTURE_2D, texture);
|
|
}
|
|
}
|
|
|
|
void OpenGL::bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
|
|
{
|
|
if (textureunit < 0 || (size_t) textureunit >= state.boundTextures.size())
|
|
throw love::Exception("Invalid texture unit index.");
|
|
|
|
if (texture != state.boundTextures[textureunit])
|
|
{
|
|
int oldtextureunit = state.curTextureUnit;
|
|
setTextureUnit(textureunit);
|
|
|
|
state.boundTextures[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.boundTextures)
|
|
{
|
|
if (texid == texture)
|
|
texid = 0;
|
|
}
|
|
|
|
glDeleteTextures(1, &texture);
|
|
}
|
|
|
|
void 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 (GLAD_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);
|
|
}
|
|
else
|
|
f.anisotropy = 1.0f;
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
int OpenGL::getMaxRenderbufferSamples() const
|
|
{
|
|
return maxRenderbufferSamples;
|
|
}
|
|
|
|
int OpenGL::getMaxTextureUnits() const
|
|
{
|
|
return maxTextureUnits;
|
|
}
|
|
|
|
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:
|
|
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:
|
|
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:
|
|
return "unknown";
|
|
}
|
|
}
|
|
|
|
|
|
// OpenGL class instance singleton.
|
|
OpenGL gl;
|
|
|
|
} // opengl
|
|
} // graphics
|
|
} // love
|