/** * Copyright (c) 2006-2016 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 "font/Font.h" #include "Polyline.h" #include "math/MathModule.h" #include "window/Window.h" #include "libraries/xxHash/xxhash.h" // C++ #include #include #include #include // C #include #include #ifdef LOVE_IOS #include #endif namespace love { namespace graphics { namespace opengl { Graphics::Graphics() : quadIndices(nullptr) , width(0) , height(0) , created(false) , active(true) , writingToStencil(false) , canvasSwitchCount(0) { gl = OpenGL(); states.reserve(10); states.push_back(DisplayState()); auto window = getInstance(M_WINDOW); if (window != nullptr) { window->setGraphics(this); if (window->isOpen()) { int w = 0, h = 0; window->getPixelDimensions(w, h); setMode(w, h); } } } Graphics::~Graphics() { // We do this manually so the graphics objects are released before the window. states.clear(); defaultFont.set(nullptr); if (Shader::defaultShader) { Shader::defaultShader->release(); Shader::defaultShader = nullptr; } if (Shader::defaultVideoShader) { Shader::defaultVideoShader->release(); Shader::defaultVideoShader = nullptr; } if (quadIndices) delete quadIndices; } const char *Graphics::getName() const { return "love.graphics.opengl"; } void Graphics::restoreState(const DisplayState &s) { setColor(s.color); setBackgroundColor(s.backgroundColor); setBlendMode(s.blendMode, s.blendAlphaMode); setLineWidth(s.lineWidth); setLineStyle(s.lineStyle); setLineJoin(s.lineJoin); setPointSize(s.pointSize); if (s.scissor) setScissor(s.scissorRect); else setScissor(); setStencilTest(s.stencilCompare, s.stencilTestValue); 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 (s.color != cur.color) setColor(s.color); setBackgroundColor(s.backgroundColor); if (s.blendMode != cur.blendMode || s.blendAlphaMode != cur.blendAlphaMode) setBlendMode(s.blendMode, s.blendAlphaMode); // 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.scissorRect == cur.scissorRect))) { if (s.scissor) setScissor(s.scissorRect); else setScissor(); } if (s.stencilCompare != cur.stencilCompare || s.stencilTestValue != cur.stencilTestValue) setStencilTest(s.stencilCompare, s.stencilTestValue); setFont(s.font.get()); setShader(s.shader.get()); bool canvaseschanged = s.canvases.size() != cur.canvases.size(); if (!canvaseschanged) { 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()) { auto fontmodule = Module::getInstance(M_FONT); if (!fontmodule) throw love::Exception("Font module has not been loaded."); auto hinting = font::TrueTypeRasterizer::HINTING_NORMAL; StrongRef r(fontmodule->newTrueTypeRasterizer(12, hinting), Acquire::NORETAIN); defaultFont.set(newFont(r.get()), Acquire::NORETAIN); } states.back().font.set(defaultFont.get()); } void Graphics::setViewportSize(int width, int height) { this->width = width; this->height = height; if (states.back().canvases.empty()) { // Set the viewport to top-left corner. gl.setViewport({0, 0, width, height}, false); // Set up the projection matrix gl.matrices.projection = Matrix4::ortho(0.0, (float) width, (float) height, 0.0); } } bool Graphics::setMode(int width, int height) { this->width = width; this->height = height; // Okay, setup OpenGL. gl.initContext(); gl.setupContext(); created = true; // 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) gl.setFramebufferSRGB(isGammaCorrect()); } else setGammaCorrect(false); 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"); // Create a quad indices object owned by love.graphics, so at least one // QuadIndices object is alive at all times while love.graphics is alive. // This makes sure there aren't too many expensive destruction/creations of // index buffer objects, since the shared index buffer used by QuadIndices // objects is destroyed when the last object is destroyed. if (quadIndices == nullptr) quadIndices = new QuadIndices(20); setViewportSize(width, height); // Restore the graphics state. restoreState(states.back()); pixelScaleStack.clear(); pixelScaleStack.reserve(5); pixelScaleStack.push_back(1); int gammacorrect = isGammaCorrect() ? 1 : 0; // 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][gammacorrect]); } // and a default video shader. if (!Shader::defaultVideoShader) { Renderer renderer = GLAD_ES_VERSION_2_0 ? RENDERER_OPENGLES : RENDERER_OPENGL; Shader::defaultVideoShader = newShader(Shader::defaultVideoCode[renderer][gammacorrect]); } // 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(); for (const auto &pair : framebufferObjects) gl.deleteFramebuffer(pair.second); for (const CachedRenderbuffer &rb : stencilBuffers) glDeleteRenderbuffers(1, &rb.renderbuffer); framebufferObjects.clear(); stencilBuffers.clear(); gl.deInitContext(); created = false; } void Graphics::setActive(bool enable) { // Make sure all pending OpenGL commands have fully executed before // returning, when going from active to inactive. This is required on iOS. 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. auto window = getInstance(M_WINDOW); return active && isCreated() && window != nullptr && window->isOpen(); } 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; stopDrawToStencilBuffer(); restoreState(s); origin(); } void Graphics::setCanvas(Canvas *canvas) { if (canvas == nullptr) return setCanvas(); std::vector canvases = {canvas}; setCanvas(canvases); } void Graphics::setCanvas(const std::vector &canvases) { DisplayState &state = states.back(); int ncanvases = (int) canvases.size(); if (ncanvases == 0) return setCanvas(); if (ncanvases == (int) state.canvases.size()) { bool modified = false; for (int i = 0; i < ncanvases; i++) { if (canvases[i] != state.canvases[i].get()) { modified = true; break; } } if (!modified) return; } if (ncanvases > gl.getMaxRenderTargets()) throw love::Exception("This system can't simultaneously render to %d canvases.", ncanvases); Canvas *firstcanvas = canvases[0]; bool multiformatsupported = Canvas::isMultiFormatMultiCanvasSupported(); PixelFormat firstformat = firstcanvas->getPixelFormat(); bool hasSRGBcanvas = firstformat == PIXELFORMAT_sRGBA8; for (int i = 1; i < ncanvases; i++) { Canvas *c = canvases[i]; if (c->getWidth() != firstcanvas->getWidth() || c->getHeight() != firstcanvas->getHeight()) throw love::Exception("All canvases in must have the same dimensions."); if (!multiformatsupported && c->getPixelFormat() != firstformat) throw love::Exception("This system doesn't support multi-canvas rendering with different canvas formats."); if (c->getRequestedMSAA() != firstcanvas->getRequestedMSAA()) throw love::Exception("All Canvases in must have the same requested MSAA value."); if (c->getPixelFormat() == PIXELFORMAT_sRGBA8) hasSRGBcanvas = true; } OpenGL::TempDebugGroup debuggroup("setCanvas(...)"); endPass(); bindCachedFBO(canvases); int w = firstcanvas->getWidth(); int h = firstcanvas->getHeight(); gl.setViewport({0, 0, w, h}, true); gl.matrices.projection = Matrix4::ortho(0.0, (float) w, 0.0, (float) h); // Make sure the correct sRGB setting is used when drawing to the canvases. if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control) { if (hasSRGBcanvas && !gl.hasFramebufferSRGB()) gl.setFramebufferSRGB(true); else if (!hasSRGBcanvas && gl.hasFramebufferSRGB()) gl.setFramebufferSRGB(false); } std::vector> canvasrefs; canvasrefs.reserve(canvases.size()); for (Canvas *c : canvases) canvasrefs.push_back(c); std::swap(state.canvases, canvasrefs); canvasSwitchCount++; } 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 (state.canvases.empty()) return; OpenGL::TempDebugGroup debuggroup("setCanvas()"); endPass(); state.canvases.clear(); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO()); gl.setViewport({0, 0, width, height}, false); // The projection matrix is flipped compared to rendering to a canvas, due // to OpenGL considering (0,0) bottom-left instead of top-left. gl.matrices.projection = Matrix4::ortho(0.0, (float) width, (float) height, 0.0); if (GLAD_VERSION_1_0 || GLAD_EXT_sRGB_write_control) { if (isGammaCorrect() && !gl.hasFramebufferSRGB()) gl.setFramebufferSRGB(true); else if (!isGammaCorrect() && gl.hasFramebufferSRGB()) gl.setFramebufferSRGB(false); } canvasSwitchCount++; } 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::endPass() { // Discard the stencil buffer. discard({}, true); auto &canvases = states.back().canvases; // Resolve MSAA buffers. if (canvases.size() > 0 && canvases[0]->getMSAA() > 1) { int w = canvases[0]->getWidth(); int h = canvases[0]->getHeight(); for (int i = 0; i < (int) canvases.size(); i++) { glReadBuffer(GL_COLOR_ATTACHMENT0 + i); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, canvases[i]->getFBO()); if (GLAD_APPLE_framebuffer_multisample) glResolveMultisampleFramebufferAPPLE(); else glBlitFramebuffer(0, 0, w, h, 0, 0, w, h, GL_COLOR_BUFFER_BIT, GL_NEAREST); } } } void Graphics::clear(Colorf c) { gammaCorrectColor(c); glClearColor(c.r, c.g, c.b, c.a); glClear(GL_COLOR_BUFFER_BIT | GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current) { // This seems to be enough to fix the bug for me. Other methods I've // tried (e.g. dummy draws) don't work in all cases. gl.useProgram(0); gl.useProgram(Shader::current->getProgram()); } } void Graphics::clear(const std::vector &colors) { if (colors.size() == 0) return; int ncanvases = (int) states.back().canvases.size(); int ncolors = std::min((int) colors.size(), ncanvases); if (ncolors <= 1 && ncanvases <= 1) { if (colors[0].enabled) clear(colors[0].c); return; } bool drawbuffersmodified = false; for (int i = 0; i < ncolors; i++) { if (!colors[i].enabled) continue; Colorf c = colors[i].c; gammaCorrectColor(c); if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0) { const GLfloat carray[] = {c.r, c.g, c.b, c.a}; glClearBufferfv(GL_COLOR, i, carray); } else { glDrawBuffer(GL_COLOR_ATTACHMENT0 + i); glClearColor(c.r, c.g, c.b, c.a); glClear(GL_COLOR_BUFFER_BIT); drawbuffersmodified = true; } } // Revert to the expected draw buffers once we're done, if glClearBuffer // wasn't supported. if (drawbuffersmodified) { GLenum bufs[MAX_COLOR_RENDER_TARGETS]; for (int i = 0; i < ncanvases; i++) bufs[i] = GL_COLOR_ATTACHMENT0 + i; glDrawBuffers(ncanvases, bufs); } glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); if (gl.bugs.clearRequiresDriverTextureStateUpdate && Shader::current) { // This seems to be enough to fix the bug for me. Other methods I've // tried (e.g. dummy draws) don't work in all cases. gl.useProgram(0); gl.useProgram(Shader::current->getProgram()); } } bool Graphics::isCanvasActive() const { return !states.back().canvases.empty(); } bool Graphics::isCanvasActive(Canvas *canvas) const { for (const auto &c : states.back().canvases) { if (c.get() == canvas) return true; } return false; } void Graphics::discard(const std::vector &colorbuffers, bool depthstencil) { discard(OpenGL::FRAMEBUFFER_ALL, colorbuffers, depthstencil); } void Graphics::discard(OpenGL::FramebufferTarget target, const std::vector &colorbuffers, bool depthstencil) { if (!(GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0 || GLAD_EXT_discard_framebuffer)) return; GLenum gltarget = GL_FRAMEBUFFER; if (target == OpenGL::FRAMEBUFFER_READ) gltarget = GL_READ_FRAMEBUFFER; else if (target == OpenGL::FRAMEBUFFER_DRAW) gltarget = GL_DRAW_FRAMEBUFFER; std::vector attachments; attachments.reserve(colorbuffers.size()); // glDiscardFramebuffer uses different attachment enums for the default FBO. if (states.back().canvases.empty() && gl.getDefaultFBO() == 0) { if (colorbuffers.size() > 0 && colorbuffers[0]) attachments.push_back(GL_COLOR); if (depthstencil) { attachments.push_back(GL_STENCIL); attachments.push_back(GL_DEPTH); } } else { int rendertargetcount = std::max((int) states.back().canvases.size(), 1); for (int i = 0; i < (int) colorbuffers.size(); i++) { if (colorbuffers[i] && i < rendertargetcount) attachments.push_back(GL_COLOR_ATTACHMENT0 + i); } if (depthstencil) { attachments.push_back(GL_STENCIL_ATTACHMENT); attachments.push_back(GL_DEPTH_ATTACHMENT); } } // Hint for the driver that it doesn't need to save these buffers. if (GLAD_VERSION_4_3 || GLAD_ARB_invalidate_subdata || GLAD_ES_VERSION_3_0) glInvalidateFramebuffer(gltarget, (GLint) attachments.size(), &attachments[0]); else if (GLAD_EXT_discard_framebuffer) glDiscardFramebufferEXT(gltarget, (GLint) attachments.size(), &attachments[0]); } void Graphics::bindCachedFBO(const std::vector &canvases) { int ncanvases = (int) canvases.size(); uint32 hash = XXH32(&canvases[0], sizeof(Canvas *) * ncanvases, 0); GLuint fbo = framebufferObjects[hash]; if (fbo != 0) { gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo); } else { int w = canvases[0]->getWidth(); int h = canvases[0]->getHeight(); int msaa = std::max(canvases[0]->getMSAA(), 1); glGenFramebuffers(1, &fbo); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, fbo); GLenum drawbuffers[MAX_COLOR_RENDER_TARGETS]; for (int i = 0; i < ncanvases; i++) { drawbuffers[i] = GL_COLOR_ATTACHMENT0 + i; if (msaa > 1) { GLuint rbo = (GLuint) canvases[i]->getMSAAHandle(); glFramebufferRenderbuffer(GL_FRAMEBUFFER, drawbuffers[i], GL_RENDERBUFFER, rbo); } else { GLuint tex = *(GLuint *) canvases[i]->getHandle(); glFramebufferTexture2D(GL_FRAMEBUFFER, drawbuffers[i], GL_TEXTURE_2D, tex, 0); } } if (ncanvases > 1) glDrawBuffers(ncanvases, drawbuffers); GLuint stencil = attachCachedStencilBuffer(w, h, canvases[0]->getRequestedMSAA()); if (stencil == 0) { gl.deleteFramebuffer(fbo); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO()); throw love::Exception("Could not create stencil buffer!"); } GLenum status = glCheckFramebufferStatus(GL_FRAMEBUFFER); if (status != GL_FRAMEBUFFER_COMPLETE) { gl.deleteFramebuffer(fbo); const char *sstr = OpenGL::framebufferStatusString(status); throw love::Exception("Could not create Framebuffer Object! %s", sstr); } framebufferObjects[hash] = fbo; } } GLuint Graphics::attachCachedStencilBuffer(int w, int h, int samples) { samples = samples == 1 ? 0 : samples; for (const CachedRenderbuffer &rb : stencilBuffers) { if (rb.w == w && rb.h == h && rb.samples == samples) { // Attach the buffer to the framebuffer object. for (GLenum attachment : rb.attachments) { if (attachment != GL_NONE) glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, rb.renderbuffer); } return rb.renderbuffer; } } OpenGL::TempDebugGroup debuggroup("Create cached stencil buffer"); CachedRenderbuffer rb; rb.w = w; rb.h = h; rb.samples = samples; rb.attachments[0] = GL_STENCIL_ATTACHMENT; rb.attachments[1] = GL_NONE; GLenum format = GL_STENCIL_INDEX8; // Prefer a combined depth/stencil buffer. if (GLAD_ES_VERSION_3_0 || GLAD_VERSION_3_0 || GLAD_ARB_framebuffer_object) { format = GL_DEPTH24_STENCIL8; rb.attachments[0] = GL_DEPTH_STENCIL_ATTACHMENT; } else if (GLAD_EXT_packed_depth_stencil || GLAD_OES_packed_depth_stencil) { format = GL_DEPTH24_STENCIL8; rb.attachments[0] = GL_DEPTH_ATTACHMENT; rb.attachments[1] = GL_STENCIL_ATTACHMENT; } glGenRenderbuffers(1, &rb.renderbuffer); glBindRenderbuffer(GL_RENDERBUFFER, rb.renderbuffer); if (rb.samples > 1) glRenderbufferStorageMultisample(GL_RENDERBUFFER, rb.samples, format, rb.w, rb.h); else glRenderbufferStorage(GL_RENDERBUFFER, format, rb.w, rb.h); // Attach the buffer to the framebuffer object. for (GLenum attachment : rb.attachments) { if (attachment != GL_NONE) glFramebufferRenderbuffer(GL_FRAMEBUFFER, attachment, GL_RENDERBUFFER, rb.renderbuffer); } glBindRenderbuffer(GL_RENDERBUFFER, 0); if (glCheckFramebufferStatus(GL_FRAMEBUFFER) != GL_FRAMEBUFFER_COMPLETE) { glDeleteRenderbuffers(1, &rb.renderbuffer); rb.renderbuffer = 0; } if (rb.renderbuffer != 0) { glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); stencilBuffers.push_back(rb); } return rb.renderbuffer; } void Graphics::captureScreenshot(const ScreenshotInfo &info) { pendingScreenshotCallbacks.push_back(info); } void Graphics::present(void *screenshotCallbackData) { if (!isActive()) return; if (!states.back().canvases.empty()) throw love::Exception("present cannot be called while a Canvas is active."); endPass(); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_ALL, gl.getDefaultFBO()); if (!pendingScreenshotCallbacks.empty()) { int w = getWidth(); int h = getHeight(); size_t row = 4 * w; size_t 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; throw love::Exception("Out of memory."); } #ifdef LOVE_IOS SDL_SysWMinfo info = {}; SDL_VERSION(&info.version); SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info); if (info.info.uikit.resolveFramebuffer != 0) { gl.bindFramebuffer(OpenGL::FRAMEBUFFER_DRAW, info.info.uikit.resolveFramebuffer); // We need to do an explicit MSAA resolve on iOS, because it uses GLES // FBOs rather than a system framebuffer. if (GLAD_ES_VERSION_3_0) glBlitFramebuffer(0, 0, width, height, 0, 0, width, height, GL_COLOR_BUFFER_BIT, GL_NEAREST); else if (GLAD_APPLE_framebuffer_multisample) glResolveMultisampleFramebufferAPPLE(); gl.bindFramebuffer(OpenGL::FRAMEBUFFER_READ, info.info.uikit.resolveFramebuffer); } #endif glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels); // Replace alpha values with full opacity. for (size_t 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; auto imagemodule = Module::getInstance(M_IMAGE); for (int i = 0; i < (int) pendingScreenshotCallbacks.size(); i++) { const auto &info = pendingScreenshotCallbacks[i]; image::ImageData *img = nullptr; try { img = imagemodule->newImageData(w, h, PIXELFORMAT_RGBA8, screenshot); } catch (love::Exception &) { delete[] screenshot; info.callback(nullptr, info.ref, nullptr); for (int j = i + 1; j < (int) pendingScreenshotCallbacks.size(); j++) { const auto &ninfo = pendingScreenshotCallbacks[j]; ninfo.callback(nullptr, ninfo.ref, nullptr); } pendingScreenshotCallbacks.clear(); throw; } info.callback(img, info.ref, screenshotCallbackData); img->release(); } delete[] screenshot; pendingScreenshotCallbacks.clear(); } #ifdef LOVE_IOS // Hack: SDL's color renderbuffer must be bound when swapBuffers is called. SDL_SysWMinfo info = {}; SDL_VERSION(&info.version); SDL_GetWindowWMInfo(SDL_GL_GetCurrentWindow(), &info); glBindRenderbuffer(GL_RENDERBUFFER, info.info.uikit.colorbuffer); #endif auto window = getInstance(M_WINDOW); if (window != nullptr) window->swapBuffers(); // Reset the per-frame stat counts. gl.stats.drawCalls = 0; gl.stats.shaderSwitches = 0; canvasSwitchCount = 0; } int Graphics::getWidth() const { return width; } int Graphics::getHeight() const { return height; } bool Graphics::isCreated() const { return created; } void Graphics::setScissor(const Rect &rect) { DisplayState &state = states.back(); glEnable(GL_SCISSOR_TEST); // OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor. gl.setScissor(rect, !state.canvases.empty()); state.scissor = true; state.scissorRect = rect; } void Graphics::intersectScissor(const Rect &rect) { Rect currect = states.back().scissorRect; if (!states.back().scissor) { currect.x = 0; currect.y = 0; currect.w = std::numeric_limits::max(); currect.h = std::numeric_limits::max(); } int x1 = std::max(currect.x, rect.x); int y1 = std::max(currect.y, rect.y); int x2 = std::min(currect.x + currect.w, rect.x + rect.w); int y2 = std::min(currect.y + currect.h, rect.y + rect.h); Rect newrect = {x1, y1, std::max(0, x2 - x1), std::max(0, y2 - y1)}; setScissor(newrect); } void Graphics::setScissor() { states.back().scissor = false; glDisable(GL_SCISSOR_TEST); } bool Graphics::getScissor(Rect &rect) const { const DisplayState &state = states.back(); rect = state.scissorRect; return state.scissor; } void Graphics::drawToStencilBuffer(StencilAction action, int value) { writingToStencil = true; // Disable color writes but don't save the state for it. glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); GLenum glaction = GL_REPLACE; switch (action) { case STENCIL_REPLACE: default: glaction = GL_REPLACE; break; case STENCIL_INCREMENT: glaction = GL_INCR; break; case STENCIL_DECREMENT: glaction = GL_DECR; break; case STENCIL_INCREMENT_WRAP: glaction = GL_INCR_WRAP; break; case STENCIL_DECREMENT_WRAP: glaction = GL_DECR_WRAP; break; case STENCIL_INVERT: glaction = GL_INVERT; break; } // The stencil test must be enabled in order to write to the stencil buffer. glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, value, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, glaction); } void Graphics::stopDrawToStencilBuffer() { if (!writingToStencil) return; writingToStencil = false; 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.stencilCompare, state.stencilTestValue); } void Graphics::setStencilTest(CompareMode compare, int value) { DisplayState &state = states.back(); state.stencilCompare = compare; state.stencilTestValue = value; if (writingToStencil) return; if (compare == COMPARE_ALWAYS) { glDisable(GL_STENCIL_TEST); return; } GLenum glcompare = GL_EQUAL; /** * Q: Why are some of the compare modes inverted (e.g. COMPARE_LESS becomes * GL_GREATER)? * * A: OpenGL / GPUs do the comparison in the opposite way that makes sense * for this API. For example, if the compare function is GL_GREATER then the * stencil test will pass if the reference value is greater than the value * in the stencil buffer. With our API it's more intuitive to assume that * setStencilTest(COMPARE_GREATER, 4) will make it pass if the stencil * buffer has a value greater than 4. **/ switch (compare) { case COMPARE_LESS: glcompare = GL_GREATER; break; case COMPARE_LEQUAL: glcompare = GL_GEQUAL; break; case COMPARE_EQUAL: default: glcompare = GL_EQUAL; break; case COMPARE_GEQUAL: glcompare = GL_LEQUAL; break; case COMPARE_GREATER: glcompare = GL_LESS; break; case COMPARE_NOTEQUAL: glcompare = GL_NOTEQUAL; break; case COMPARE_ALWAYS: glcompare = GL_ALWAYS; break; } glEnable(GL_STENCIL_TEST); glStencilFunc(glcompare, value, 0xFFFFFFFF); glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); } void Graphics::setStencilTest() { setStencilTest(COMPARE_ALWAYS, 0); } void Graphics::getStencilTest(CompareMode &compare, int &value) { const DisplayState &state = states.back(); compare = state.stencilCompare; value = state.stencilTestValue; } void Graphics::clearStencil() { glClear(GL_STENCIL_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } Image *Graphics::newImage(const std::vector &data, const Image::Flags &flags) { return new Image(data, flags); } Image *Graphics::newImage(const std::vector &cdata, const Image::Flags &flags) { return new Image(cdata, flags); } Quad *Graphics::newQuad(Quad::Viewport v, double sw, double sh) { return new Quad(v, sw, sh); } Font *Graphics::newFont(love::font::Rasterizer *r, const Texture::Filter &filter) { return new Font(r, filter); } SpriteBatch *Graphics::newSpriteBatch(Texture *texture, int size, Mesh::Usage usage) { return new SpriteBatch(texture, size, usage); } ParticleSystem *Graphics::newParticleSystem(Texture *texture, int size) { return new ParticleSystem(texture, size); } Canvas *Graphics::newCanvas(int width, int height, PixelFormat format, int msaa) { if (!Canvas::isSupported()) throw love::Exception("Canvases are not supported by your OpenGL drivers!"); if (!Canvas::isFormatSupported(format)) { const char *fstr = "rgba8"; love::getConstant(Canvas::getSizedFormat(format), fstr); throw love::Exception("The %s canvas format is not supported by your OpenGL drivers.", 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); 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; canvas->release(); throw love::Exception("Cannot create Canvas: %s", OpenGL::framebufferStatusString(err)); return nullptr; // never reached } Shader *Graphics::newShader(const Shader::ShaderSource &source) { return new Shader(source); } Mesh *Graphics::newMesh(const std::vector &vertices, Mesh::DrawMode drawmode, Mesh::Usage usage) { return new Mesh(vertices, drawmode, usage); } Mesh *Graphics::newMesh(int vertexcount, Mesh::DrawMode drawmode, Mesh::Usage usage) { return new Mesh(vertexcount, drawmode, usage); } Mesh *Graphics::newMesh(const std::vector &vertexformat, int vertexcount, Mesh::DrawMode drawmode, Mesh::Usage usage) { return new Mesh(vertexformat, vertexcount, drawmode, usage); } Mesh *Graphics::newMesh(const std::vector &vertexformat, const void *data, size_t datasize, Mesh::DrawMode drawmode, Mesh::Usage usage) { return new Mesh(vertexformat, data, datasize, drawmode, usage); } Text *Graphics::newText(Font *font, const std::vector &text) { return new Text(font, text); } Video *Graphics::newVideo(love::video::VideoStream *stream) { return new Video(stream); } bool Graphics::isGammaCorrect() const { return love::graphics::isGammaCorrect(); } void Graphics::setColor(Colorf c) { Colorf nc = c; gammaCorrectColor(nc); glVertexAttrib4f(ATTRIB_CONSTANTCOLOR, nc.r, nc.g, nc.b, nc.a); states.back().color = c; } Colorf Graphics::getColor() const { return states.back().color; } void Graphics::setBackgroundColor(Colorf c) { states.back().backgroundColor = c; } Colorf 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::setColorMask(ColorMask mask) { glColorMask(mask.r, mask.g, mask.b, mask.a); states.back().colorMask = mask; } Graphics::ColorMask Graphics::getColorMask() const { return states.back().colorMask; } void Graphics::setBlendMode(BlendMode mode, BlendAlpha alphamode) { GLenum func = GL_FUNC_ADD; GLenum srcRGB = GL_ONE; GLenum srcA = GL_ONE; GLenum dstRGB = GL_ZERO; GLenum dstA = GL_ZERO; if (mode == BLEND_LIGHTEN || mode == BLEND_DARKEN) { if (!isSupported(FEATURE_LIGHTEN)) throw love::Exception("The 'lighten' and 'darken' blend modes are not supported on this system."); } if (alphamode != BLENDALPHA_PREMULTIPLIED) { const char *modestr = "unknown"; switch (mode) { case BLEND_LIGHTEN: case BLEND_DARKEN: case BLEND_MULTIPLY: getConstant(mode, modestr); throw love::Exception("The '%s' blend mode must be used with premultiplied alpha.", modestr); break; default: break; } } switch (mode) { case BLEND_ALPHA: srcRGB = srcA = GL_ONE; dstRGB = dstA = GL_ONE_MINUS_SRC_ALPHA; break; case BLEND_MULTIPLY: srcRGB = srcA = GL_DST_COLOR; dstRGB = dstA = GL_ZERO; break; case BLEND_SUBTRACT: func = GL_FUNC_REVERSE_SUBTRACT; case BLEND_ADD: srcRGB = GL_ONE; srcA = GL_ZERO; dstRGB = dstA = GL_ONE; break; case BLEND_LIGHTEN: func = GL_MAX; break; case BLEND_DARKEN: func = GL_MIN; break; case BLEND_SCREEN: srcRGB = srcA = GL_ONE; dstRGB = dstA = GL_ONE_MINUS_SRC_COLOR; break; case BLEND_REPLACE: default: srcRGB = srcA = GL_ONE; dstRGB = dstA = GL_ZERO; break; } // We can only do alpha-multiplication when srcRGB would have been unmodified. if (srcRGB == GL_ONE && alphamode == BLENDALPHA_MULTIPLY) srcRGB = GL_SRC_ALPHA; glBlendEquation(func); glBlendFuncSeparate(srcRGB, dstRGB, srcA, dstA); states.back().blendMode = mode; states.back().blendAlphaMode = alphamode; } Graphics::BlendMode Graphics::getBlendMode(BlendAlpha &alphamode) const { alphamode = states.back().blendAlphaMode; 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::draw(Drawable *drawable, const Matrix4 &m) { drawable->draw(m); } void Graphics::drawq(Texture *texture, Quad *quad, const Matrix4 &m) { texture->drawq(quad, m); } void Graphics::print(const std::vector &str, const Matrix4 &m) { checkSetDefaultFont(); DisplayState &state = states.back(); if (state.font.get() != nullptr) state.font->print(str, m); } void Graphics::printf(const std::vector &str, float wrap, Font::AlignMode align, const Matrix4 &m) { checkSetDefaultFont(); DisplayState &state = states.back(); if (state.font.get() != nullptr) state.font->printf(str, wrap, align, m); } /** * Primitives **/ void Graphics::points(const float *coords, const uint8 *colors, size_t numpoints) { OpenGL::TempDebugGroup debuggroup("Graphics points draw"); gl.prepareDraw(); gl.bindTextureToUnit(gl.getDefaultTexture(), 0, false); gl.bindBuffer(BUFFER_VERTEX, 0); uint32 attribflags = ATTRIBFLAG_POS; glVertexAttribPointer(ATTRIB_POS, 2, GL_FLOAT, GL_FALSE, 0, coords); if (colors) { attribflags |= ATTRIBFLAG_COLOR; glVertexAttribPointer(ATTRIB_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE, 0, colors); } gl.useVertexAttribArrays(attribflags); gl.drawArrays(GL_POINTS, 0, (GLsizei) numpoints); } void Graphics::polyline(const float *coords, size_t count) { const DisplayState &state = states.back(); float pixelsize = 1.0f / std::max((float) pixelScaleStack.back(), 0.000001f); if (state.lineJoin == LINE_JOIN_NONE) { NoneJoinPolyline line; line.render(coords, count, state.lineWidth * .5f, pixelsize, state.lineStyle == LINE_SMOOTH); line.draw(); } else if (state.lineJoin == LINE_JOIN_BEVEL) { BevelJoinPolyline line; line.render(coords, count, state.lineWidth * .5f, pixelsize, state.lineStyle == LINE_SMOOTH); line.draw(); } else // LINE_JOIN_MITER { MiterJoinPolyline line; line.render(coords, count, state.lineWidth * .5f, pixelsize, 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::rectangle(DrawMode mode, float x, float y, float w, float h, float rx, float ry, int points) { if (rx == 0 || ry == 0) { rectangle(mode, x, y, w, h); return; } // Radius values that are more than half the rectangle's size aren't handled // correctly (for now)... if (w >= 0.02f) rx = std::min(rx, w / 2.0f - 0.01f); if (h >= 0.02f) ry = std::min(ry, h / 2.0f - 0.01f); points = std::max(points / 4, 1); const float half_pi = static_cast(LOVE_M_PI / 2); float angle_shift = half_pi / ((float) points + 1.0f); int num_coords = (points + 2) * 8; float *coords = new float[num_coords + 2]; float phi = .0f; for (int i = 0; i <= points + 2; ++i, phi += angle_shift) { coords[2 * i + 0] = x + rx * (1 - cosf(phi)); coords[2 * i + 1] = y + ry * (1 - sinf(phi)); } phi = half_pi; for (int i = points + 2; i <= 2 * (points + 2); ++i, phi += angle_shift) { coords[2 * i + 0] = x + w - rx * (1 + cosf(phi)); coords[2 * i + 1] = y + ry * (1 - sinf(phi)); } phi = 2 * half_pi; for (int i = 2 * (points + 2); i <= 3 * (points + 2); ++i, phi += angle_shift) { coords[2 * i + 0] = x + w - rx * (1 + cosf(phi)); coords[2 * i + 1] = y + h - ry * (1 + sinf(phi)); } phi = 3 * half_pi; for (int i = 3 * (points + 2); i <= 4 * (points + 2); ++i, phi += angle_shift) { coords[2 * i + 0] = x + rx * (1 - cosf(phi)); coords[2 * i + 1] = y + h - ry * (1 + sinf(phi)); } coords[num_coords + 0] = coords[0]; coords[num_coords + 1] = coords[1]; polygon(mode, coords, num_coords + 2); delete[] coords; } int Graphics::calculateEllipsePoints(float rx, float ry) const { int points = (int) sqrtf(((rx + ry) / 2.0f) * 20.0f * (float) pixelScaleStack.back()); return std::max(points, 8); } void Graphics::rectangle(DrawMode mode, float x, float y, float w, float h, float rx, float ry) { rectangle(mode, x, y, w, h, rx, ry, calculateEllipsePoints(rx, ry)); } void Graphics::circle(DrawMode mode, float x, float y, float radius, int points) { ellipse(mode, x, y, radius, radius, points); } void Graphics::circle(DrawMode mode, float x, float y, float radius) { ellipse(mode, x, y, radius, radius); } void Graphics::ellipse(DrawMode mode, float x, float y, float a, float b, 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+0] = x + a * cosf(phi); coords[2*i+1] = y + b * sinf(phi); } coords[2*points+0] = coords[0]; coords[2*points+1] = coords[1]; polygon(mode, coords, (points + 1) * 2); delete[] coords; } void Graphics::ellipse(DrawMode mode, float x, float y, float a, float b) { ellipse(mode, x, y, a, b, calculateEllipsePoints(a, b)); } void Graphics::arc(DrawMode drawmode, ArcMode arcmode, 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(drawmode, x, y, radius, points); return; } float angle_shift = (angle2 - angle1) / points; // Bail on precision issues. if (angle_shift == 0.0) return; // Prevent the connecting line from being drawn if a closed line arc has a // small angle. Avoids some visual issues when connected lines are at sharp // angles, due to the miter line join drawing code. if (drawmode == DRAW_LINE && arcmode == ARC_CLOSED && fabsf(angle1 - angle2) < LOVE_TORAD(4)) arcmode = ARC_OPEN; // Quick fix for the last part of a filled open arc not being drawn (because // polygon(DRAW_FILL, ...) doesn't work without a closed loop of vertices.) if (drawmode == DRAW_FILL && arcmode == ARC_OPEN) arcmode = ARC_CLOSED; float phi = angle1; float *coords = nullptr; int num_coords = 0; const auto createPoints = [&](float *coordinates) { for (int i = 0; i <= points; ++i, phi += angle_shift) { coordinates[2 * i + 0] = x + radius * cosf(phi); coordinates[2 * i + 1] = y + radius * sinf(phi); } }; if (arcmode == ARC_PIE) { num_coords = (points + 3) * 2; coords = new float[num_coords]; coords[0] = coords[num_coords - 2] = x; coords[1] = coords[num_coords - 1] = y; createPoints(coords + 2); } else if (arcmode == ARC_OPEN) { num_coords = (points + 1) * 2; coords = new float[num_coords]; createPoints(coords); } else // ARC_CLOSED { num_coords = (points + 2) * 2; coords = new float[num_coords]; createPoints(coords); // Connect the ends of the arc. coords[num_coords - 2] = coords[0]; coords[num_coords - 1] = coords[1]; } // NOTE: We rely on polygon() using GL_TRIANGLE_FAN, when fill mode is used. polygon(drawmode, coords, num_coords); delete[] coords; } void Graphics::arc(DrawMode drawmode, ArcMode arcmode, float x, float y, float radius, float angle1, float angle2) { float points = (float) calculateEllipsePoints(radius, radius); // The amount of points is based on the fraction of the circle created by the arc. float angle = fabsf(angle1 - angle2); if (angle < 2.0f * (float) LOVE_M_PI) points *= angle / (2.0f * (float) LOVE_M_PI); arc(drawmode, arcmode, x, y, radius, angle1, angle2, (int) (points + 0.5f)); } /// @param mode the draw mode /// @param coords the coordinate array /// @param count the number of coordinates/size of the array void Graphics::polygon(DrawMode mode, const float *coords, size_t count) { // coords is an array of a closed loop of vertices, i.e. // coords[count-2] = coords[0], coords[count-1] = coords[1] if (mode == DRAW_LINE) { polyline(coords, count); } else { OpenGL::TempDebugGroup debuggroup("Filled polygon draw"); gl.prepareDraw(); gl.bindTextureToUnit(gl.getDefaultTexture(), 0, false); gl.bindBuffer(BUFFER_VERTEX, 0); gl.useVertexAttribArrays(ATTRIBFLAG_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 } } 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 = canvasSwitchCount; stats.shaderSwitches = gl.stats.shaderSwitches; stats.canvases = Canvas::canvasCount; stats.images = Image::imageCount; stats.fonts = Font::fontCount; stats.textureMemory = gl.stats.textureMemory; return stats; } double Graphics::getSystemLimit(SystemLimit limittype) const { switch (limittype) { case Graphics::LIMIT_POINT_SIZE: return (double) gl.getMaxPointSize(); case Graphics::LIMIT_TEXTURE_SIZE: return (double) gl.getMaxTextureSize(); case Graphics::LIMIT_MULTI_CANVAS: return (double) gl.getMaxRenderTargets(); case Graphics::LIMIT_CANVAS_MSAA: return (double) gl.getMaxRenderbufferSamples(); case Graphics::LIMIT_ANISOTROPY: return (double) gl.getMaxAnisotropy(); default: return 0.0; } } bool Graphics::isSupported(Feature feature) const { switch (feature) { case FEATURE_MULTI_CANVAS_FORMATS: return Canvas::isMultiFormatMultiCanvasSupported(); case FEATURE_CLAMP_ZERO: return gl.isClampZeroTextureWrapSupported(); case FEATURE_LIGHTEN: return GLAD_VERSION_1_4 || GLAD_ES_VERSION_3_0 || GLAD_EXT_blend_minmax; case FEATURE_FULL_NPOT: return GLAD_VERSION_2_0 || GLAD_ES_VERSION_3_0 || GLAD_OES_texture_npot; case FEATURE_PIXEL_SHADER_HIGHP: return gl.isPixelShaderHighpSupported(); 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(); pixelScaleStack.push_back(pixelScaleStack.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(); pixelScaleStack.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); pixelScaleStack.back() *= (fabs(x) + fabs(y)) / 2.0; } void Graphics::translate(float x, float y) { gl.getTransform().translate(x, y); } void Graphics::shear(float kx, float ky) { gl.getTransform().shear(kx, ky); } void Graphics::origin() { gl.getTransform().setIdentity(); pixelScaleStack.back() = 1; } void Graphics::applyTransform(love::math::Transform *transform) { Matrix4 &m = gl.getTransform(); m *= transform->getMatrix(); float sx, sy; m.getApproximateScale(sx, sy); pixelScaleStack.back() = (sx + sy) / 2.0; } void Graphics::replaceTransform(love::math::Transform *transform) { const Matrix4 &m = transform->getMatrix(); gl.getTransform() = m; float sx, sy; m.getApproximateScale(sx, sy); pixelScaleStack.back() = (sx + sy) / 2.0; } Vector Graphics::transformPoint(Vector point) { Vector p; gl.getTransform().transform(&p, &point, 1); return p; } Vector Graphics::inverseTransformPoint(Vector point) { Vector p; // TODO: We should probably cache the inverse transform so we don't have to // re-calculate it every time this is called. gl.getTransform().inverse().transform(&p, &point, 1); return p; } } // opengl } // graphics } // love