/** * 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 #include #include #include // C #include #include #ifdef LOVE_IOS #include #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(M_FONT); if (!fontmodule) throw love::Exception("Font module has not been loaded."); StrongRef r(fontmodule->newTrueTypeRasterizer(12)); 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> canvases = states.back().canvases; setCanvas(); // Set the viewport to top-left corner. gl.setViewport(OpenGL::Viewport(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, width, 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::present() { if (!isActive()) return; // Make sure we don't have a canvas active. std::vector> canvases = states.back().canvases; setCanvas(); if (GLAD_ES_VERSION_3_0 || GLAD_EXT_discard_framebuffer) { GLenum attachments[] = {GL_STENCIL, GL_DEPTH}; if (gl.getDefaultFBO() != 0) { // A non-zero FBO needs different attachment enums. attachments[0] = GL_STENCIL_ATTACHMENT; attachments[1] = GL_DEPTH_ATTACHMENT; } // Hint for the driver that it doesn't need to save these buffers. if (GLAD_ES_VERSION_3_0) glInvalidateFramebuffer(GL_FRAMEBUFFER, 2, attachments); else if (GLAD_EXT_discard_framebuffer) glDiscardFramebufferEXT(GL_FRAMEBUFFER, 2, attachments); } #ifdef LOVE_IOS // Hack: SDL's color renderbuffer needs to be bound when swapBuffers is called. GLuint rbo = SDL_iPhoneGetViewRenderbuffer(SDL_GL_GetCurrentWindow()); glBindRenderbuffer(GL_RENDERBUFFER, rbo); #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); states.back().scissor = true; glEnable(GL_SCISSOR_TEST); // OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor. gl.setScissor(box); 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 { OpenGL::Viewport scissor = gl.getScissor(); x = scissor.x; y = scissor.y; width = scissor.w; height = scissor.h; return states.back().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) { // Create the image. Image *image = new Image(data, flags); if (!isCreated()) return image; bool success = false; try { success = image->load(); } catch(love::Exception &) { image->release(); throw; } if (!success) { image->release(); return nullptr; } return image; } Image *Graphics::newImage(love::image::CompressedData *cdata, const Image::Flags &flags) { // Create the image. Image *image = new Image(cdata, flags); if (!isCreated()) return image; bool success = false; try { success = image->load(); } catch(love::Exception &) { image->release(); throw; } if (!success) { image->release(); return nullptr; } return image; } 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, int 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; // remaining error codes are highly unlikely: case GL_FRAMEBUFFER_UNDEFINED: case GL_FRAMEBUFFER_INCOMPLETE_ATTACHMENT: 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. Possible fix: Make canvas width and height powers of two."; 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 &vertices, Mesh::DrawMode mode) { return new Mesh(vertices, mode); } Mesh *Graphics::newMesh(int vertexcount, Mesh::DrawMode mode) { return new Mesh(vertexcount, mode); } Text *Graphics::newText(Font *font, const std::string &text) { return new Text(font, text); } void Graphics::setColor(const Color &c) { gl.setColor(c); states.back().color = c; } Color Graphics::getColor() const { return states.back().color; } void Graphics::setBackgroundColor(const 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> canvasref; canvasref.push_back(canvas); std::swap(state.canvases, canvasref); } void Graphics::setCanvas(const std::vector &canvases) { if (canvases.size() == 0) return setCanvas(); else if (canvases.size() == 1) return setCanvas(canvases[0]); DisplayState &state = states.back(); auto attachments = std::vector(canvases.begin() + 1, canvases.end()); canvases[0]->startGrab(attachments); std::vector> canvasrefs; canvasrefs.reserve(canvases.size()); for (Canvas *c : canvases) canvasrefs.push_back(c); std::swap(state.canvases, canvasrefs); } void Graphics::setCanvas(const std::vector> &canvases) { std::vector canvaslist; canvaslist.reserve(canvases.size()); for (const StrongRef &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 Graphics::getCanvas() const { std::vector canvases; canvases.reserve(states.back().canvases.size()); for (const StrongRef &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); } Graphics::ColorMask Graphics::getColorMask() const { return states.back().colorMask; } void Graphics::setBlendMode(Graphics::BlendMode mode) { OpenGL::BlendState blend = {GL_ONE, GL_ONE, GL_ZERO, GL_ZERO, GL_FUNC_ADD}; switch (mode) { case BLEND_ALPHA: blend.srcRGB = GL_SRC_ALPHA; blend.srcA = GL_ONE; blend.dstRGB = blend.dstA = GL_ONE_MINUS_SRC_ALPHA; break; case BLEND_MULTIPLY: blend.srcRGB = blend.srcA = GL_DST_COLOR; blend.dstRGB = blend.dstA = GL_ZERO; break; case BLEND_PREMULTIPLIED: blend.srcRGB = blend.srcA = GL_ONE; blend.dstRGB = blend.dstA = GL_ONE_MINUS_SRC_ALPHA; break; case BLEND_SUBTRACT: blend.func = GL_FUNC_REVERSE_SUBTRACT; case BLEND_ADD: blend.srcRGB = blend.srcA = GL_SRC_ALPHA; blend.dstRGB = blend.dstA = GL_ONE; break; case BLEND_SCREEN: blend.srcRGB = blend.srcA = GL_ONE; blend.dstRGB = blend.dstA = GL_ONE_MINUS_SRC_COLOR; break; case BLEND_REPLACE: default: blend.srcRGB = blend.srcA = GL_ONE; blend.dstRGB = blend.dstA = GL_ZERO; break; } gl.setBlendState(blend); 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) { 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) { 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(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 { 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 { 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> 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 { double limit = 0.0; switch (limittype) { case Graphics::LIMIT_POINT_SIZE: { GLfloat limits[2]; glGetFloatv(GL_ALIASED_POINT_SIZE_RANGE, limits); limit = limits[1]; } break; case Graphics::LIMIT_TEXTURE_SIZE: limit = (double) gl.getMaxTextureSize(); break; case Graphics::LIMIT_MULTI_CANVAS: limit = (double) gl.getMaxRenderTargets(); break; case Graphics::LIMIT_CANVAS_MSAA: limit = (double) gl.getMaxRenderbufferSamples(); break; default: break; } return limit; } bool Graphics::isSupported(Support feature) const { switch (feature) { case SUPPORT_MULTI_CANVAS: return Canvas::isMultiCanvasSupported(); 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().setShear(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