/** * 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. **/ #ifndef LOVE_GRAPHICS_OPENGL_OPENGL_H #define LOVE_GRAPHICS_OPENGL_OPENGL_H // LOVE #include "graphics/Color.h" #include "graphics/Texture.h" #include "common/Matrix.h" // GLAD #include "libraries/glad/gladfuncs.hpp" // C++ #include #include // The last argument to AttribPointer takes a buffer offset casted to a pointer. #define BUFFER_OFFSET(i) ((char *) NULL + (i)) namespace love { namespace graphics { namespace opengl { // Awful, but the library uses the namespace in order to use the functions sanely // with proper autocomplete in IDEs while having name mangling safety - // no clashes with other GL libraries when linking, etc. using namespace glad; // Vertex attribute indices used in shaders by LOVE. The values map to OpenGL // generic vertex attribute indices. enum VertexAttribID { ATTRIB_POS = 0, ATTRIB_TEXCOORD, ATTRIB_COLOR, ATTRIB_PSEUDO_INSTANCE_ID, // Instance ID used with pseudo-instancing. ATTRIB_MAX_ENUM }; /** * Thin layer between OpenGL and the rest of the program. * Internally shadows some OpenGL context state for improved efficiency and * accuracy (compared to glGet etc.) * A class is more convenient and readable than plain namespaced functions, but * typically only one OpenGL object should be used (singleton.) **/ class OpenGL { public: // OpenGL GPU vendors. enum Vendor { VENDOR_ATI_AMD, VENDOR_NVIDIA, VENDOR_INTEL, VENDOR_MESA_SOFT, // Software renderer. VENDOR_APPLE, // Software renderer on desktops. VENDOR_MICROSOFT, // Software renderer. VENDOR_IMGTEC, VENDOR_ARM, VENDOR_QUALCOMM, VENDOR_BROADCOM, VENDOR_VIVANTE, VENDOR_UNKNOWN }; // A rectangle representing an OpenGL viewport or a scissor box. struct Viewport { int x, y; int w, h; Viewport() : x(0), y(0), w(0), h(0) {} Viewport(int _x, int _y, int _w, int _h) : x(_x), y(_y), w(_w), h(_h) {} bool operator == (const Viewport &rhs) const { return x == rhs.x && y == rhs.y && w == rhs.w && h == rhs.h; } }; struct BlendState { GLenum srcRGB, srcA; GLenum dstRGB, dstA; GLenum func; }; struct { std::vector transform; std::vector projection; } matrices; class TempTransform { public: TempTransform(OpenGL &gl) : gl(gl) { gl.pushTransform(); } ~TempTransform() { gl.popTransform(); } Matrix &get() { return gl.getTransform(); } private: OpenGL ≷ }; struct Stats { size_t textureMemory; int drawCalls; } stats; OpenGL(); /** * Initializes the active OpenGL context. **/ bool initContext(); /** * Sets up some required context state based on current and default OpenGL * state. Call this directly after initializing an OpenGL context! **/ void setupContext(); /** * Marks current context state as invalid and deletes OpenGL objects owned * by this class instance. Call this directly before potentially deleting * an OpenGL context! **/ void deInitContext(); void pushTransform(); void popTransform(); Matrix &getTransform(); /** * Set up necessary state (LOVE-provided shader uniforms, etc.) for drawing. * This *MUST* be called directly before OpenGL drawing functions. **/ void prepareDraw(); /** * glDrawArrays and glDrawElements which increment the draw-call counter by * themselves. **/ void drawArrays(GLenum mode, GLint first, GLsizei count); void drawElements(GLenum mode, GLsizei count, GLenum type, const void *indices); /** * Sets the current constant color. **/ void setColor(const Color &c); /** * Gets the current constant color. **/ Color getColor() const; /** * Sets the current clear color for all framebuffer objects. **/ void setClearColor(const Color &c); /** * Gets the current clear color. **/ Color getClearColor() const; /** * Sets the OpenGL rendering viewport to the specified rectangle. * The y-coordinate starts at the top. **/ void setViewport(const Viewport &v); /** * Gets the current OpenGL rendering viewport rectangle. **/ Viewport getViewport() const; /** * Sets the scissor box to the specified rectangle. * The y-coordinate starts at the top and is flipped internally. **/ void setScissor(const Viewport &v); /** * Gets the current scissor box (regardless of whether scissoring is enabled.) **/ Viewport getScissor() const; /** * Sets blending functionality. * Note: This does not globally enable or disable blending. **/ void setBlendState(const BlendState &blend); /** * Gets the currently set blending functionality. **/ BlendState getBlendState() const; /** * Sets the global point size. **/ void setPointSize(float size); /** * Gets the global point size. **/ float getPointSize() const; /** * This will usually be 0 (system drawable), but some platforms require a * non-zero FBO for rendering. **/ GLuint getDefaultFBO() const; /** * Gets the ID for love's default texture (used for "untextured" primitives.) **/ GLuint getDefaultTexture() const; /** * Helper for setting the active texture unit. * * @param textureunit Index in the range of [0, maxtextureunits-1] **/ void setTextureUnit(int textureunit); /** * Helper for binding an OpenGL texture. * Makes sure we aren't redundantly binding textures. **/ void bindTexture(GLuint texture); /** * Helper for binding a texture to a specific texture unit. * * @param textureunit Index in the range of [0, maxtextureunits-1] * @param restoreprev Restore previously bound texture unit when done. **/ void bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev); /** * Helper for deleting an OpenGL texture. * Cleans up if the texture is currently bound. **/ void deleteTexture(GLuint texture); /** * Sets the texture filter mode for the currently bound texture. * The anisotropy parameter of the argument is set to the actual amount of * anisotropy that was used. **/ void setTextureFilter(graphics::Texture::Filter &f); /** * Sets the texture wrap mode for the currently bound texture. **/ void setTextureWrap(const graphics::Texture::Wrap &w); /** * Returns the maximum supported width or height of a texture. **/ int getMaxTextureSize() const; /** * Returns the maximum supported number of simultaneous render targets. **/ int getMaxRenderTargets() const; /** * Returns the maximum supported number of MSAA samples for renderbuffers. **/ int getMaxRenderbufferSamples() const; void updateTextureMemorySize(size_t oldsize, size_t newsize); /** * Get the GPU vendor of this OpenGL context. **/ Vendor getVendor() const; // Get human-readable strings for debug info. static const char *debugSeverityString(GLenum severity); static const char *debugSourceString(GLenum source); static const char *debugTypeString(GLenum type); private: void initVendor(); void initOpenGLFunctions(); void initMaxValues(); void initMatrices(); void createDefaultTexture(); bool contextInitialized; float maxAnisotropy; int maxTextureSize; int maxRenderTargets; int maxRenderbufferSamples; Vendor vendor; // Tracked OpenGL state. struct { // Current constant color. Color color; Color clearColor; // Texture unit state (currently bound texture for each texture unit.) std::vector boundTextures; // Currently active texture unit. int curTextureUnit; Viewport viewport; Viewport scissor; float pointSize; GLuint defaultTexture; BlendState blend; Matrix lastProjectionMatrix; Matrix lastTransformMatrix; } state; }; // OpenGL // OpenGL class instance singleton. extern OpenGL gl; } // opengl } // graphics } // love #endif // LOVE_GRAPHICS_OPENGL_OPENGL_H