/** * Copyright (c) 2006-2014 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 "Polyline.h" // C++ #include #include #include #include // C #include namespace love { namespace graphics { namespace opengl { Graphics::Graphics() : currentFont(0) , lineStyle(LINE_SMOOTH) , lineWidth(1) , matrixLimit(0) , userMatrices(0) , colorMask() , width(0) , height(0) , created(false) , activeStencil(false) , savedState() , displayedMinReqWarning(false) { 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() { if (currentFont != 0) currentFont->release(); currentWindow->release(); } const char *Graphics::getName() const { return "love.graphics.opengl"; } DisplayState Graphics::saveState() { DisplayState s; s.color = getColor(); s.backgroundColor = getBackgroundColor(); s.blendMode = getBlendMode(); //get line style s.lineStyle = lineStyle; //get the point size glGetFloatv(GL_POINT_SIZE, &s.pointSize); //get scissor status s.scissor = (glIsEnabled(GL_SCISSOR_TEST) == GL_TRUE); //do we have scissor, if so, store the box if (s.scissor) s.scissorBox = gl.getScissor(); for (int i = 0; i < 4; i++) s.colorMask[i] = colorMask[i]; wireframe = isWireframe(); return s; } void Graphics::restoreState(const DisplayState &s) { setColor(s.color); setBackgroundColor(s.backgroundColor); setBlendMode(s.blendMode); setLineWidth(lineWidth); setLineStyle(s.lineStyle); setPointSize(s.pointSize); if (s.scissor) setScissor(s.scissorBox.x, s.scissorBox.y, s.scissorBox.w, s.scissorBox.h); else setScissor(); setColorMask(s.colorMask[0], s.colorMask[1], s.colorMask[2], s.colorMask[3]); setWireframe(s.wireframe); } 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.) Canvas *c = Canvas::current; Canvas::bindDefaultCanvas(); // 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(); // Reset the projection matrix glMatrixMode(GL_PROJECTION); glLoadIdentity(); // Set up orthographic view (no depth) glOrtho(0.0, width, height, 0.0, -1.0, 1.0); glMatrixMode(GL_MODELVIEW); // Restore the previously active Canvas. if (c != nullptr) c->startGrab(c->getAttachedCanvases()); } bool Graphics::setMode(int width, int height, bool &sRGB) { this->width = width; this->height = height; gl.initContext(); // Does the system meet LOVE's minimum requirements for graphics? if (!(GLEE_VERSION_2_0 && Shader::isSupported() && Canvas::isSupported()) && !displayedMinReqWarning) { love::window::MessageBoxType type = love::window::MESSAGEBOX_ERROR; const char *title = "Minimum system requirements not met!"; std::string message; message += "Detected OpenGL version: "; message += (const char *) glGetString(GL_VERSION); message += "\nRequired OpenGL version: 2.1."; // -ish message += "\nThe program may crash or have graphical issues."; ::printf("%s\n%s\n", title, message.c_str()); currentWindow->showMessageBox(type, title, message.c_str()); // We should only show the message once, instead of after every setMode. displayedMinReqWarning = true; } // Okay, setup OpenGL. gl.setupContext(); created = true; setViewportSize(width, height); // Make sure antialiasing works when set elsewhere glEnable(GL_MULTISAMPLE); // Enable blending glEnable(GL_BLEND); // Enable all color component writes. setColorMask(true, true, true, true); // Auto-generated mipmaps should be the best quality possible glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST); // Enable textures glEnable(GL_TEXTURE_2D); gl.setTextureUnit(0); // Reset modelview matrix glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Set pixel row alignment glPixelStorei(GL_UNPACK_ALIGNMENT, 1); // Reload all volatile objects. if (!Volatile::loadAll()) std::cerr << "Could not reload all volatile objects." << std::endl; // Restore the display state. restoreState(savedState); pixel_size_stack.clear(); pixel_size_stack.reserve(5); pixel_size_stack.push_back(1); // Get the maximum number of matrices // subtract a few to give the engine some room. glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &matrixLimit); matrixLimit -= 5; // Set whether drawing converts input from linear -> sRGB colorspace. if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_sRGB || GLEE_EXT_framebuffer_sRGB) { if (sRGB) glEnable(GL_FRAMEBUFFER_SRGB); else glDisable(GL_FRAMEBUFFER_SRGB); } else sRGB = false; Canvas::screenHasSRGB = sRGB; bool enabledebug = false; if (GLEE_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); return true; } void Graphics::unSetMode() { if (!isCreated()) return; // Window re-creation may destroy the GL context, so we must save the state. savedState = saveState(); // Unload all volatile objects. These must be reloaded after the display // mode change. Volatile::unloadAll(); gl.deInitContext(); created = false; } static void APIENTRY debugCB(GLenum source, GLenum type, GLuint id, GLenum severity, GLsizei /*len*/, const GLchar *msg, 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 (!(GLEE_VERSION_4_3 || GLEE_KHR_debug || GLEE_ARB_debug_output)) return; // Ugly hack to reduce code duplication. if (GLEE_ARB_debug_output && !(GLEE_VERSION_4_3 || GLEE_KHR_debug)) { glDebugMessageCallback = (GLEEPFNGLDEBUGMESSAGECALLBACKPROC) glDebugMessageCallbackARB; glDebugMessageControl = (GLEEPFNGLDEBUGMESSAGECONTROLPROC) glDebugMessageControlARB; } if (!enable) { // Disable the debug callback function. glDebugMessageCallback(nullptr, nullptr); // We can disable debug output entirely with KHR_debug. if (GLEE_VERSION_4_3 || GLEE_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 (GLEE_VERSION_4_3 || GLEE_KHR_debug) glEnable(GL_DEBUG_OUTPUT); ::printf("OpenGL debug output enabled (LOVE_GRAPHICS_DEBUG=1)\n"); } void Graphics::reset() { DisplayState s; discardStencil(); Canvas::bindDefaultCanvas(); Shader::detach(); origin(); restoreState(s); } void Graphics::clear() { glClear(GL_COLOR_BUFFER_BIT); } void Graphics::present() { currentWindow->swapBuffers(); } 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) { glEnable(GL_SCISSOR_TEST); // OpenGL's reversed y-coordinate is compensated for in OpenGL::setScissor. gl.setScissor(OpenGL::Viewport(x, y, width, height)); } void Graphics::setScissor() { 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 glIsEnabled(GL_SCISSOR_TEST) == GL_TRUE; } void Graphics::defineStencil() { // Make sure the active canvas has a stencil buffer. if (Canvas::current) Canvas::current->checkCreateStencil(); // Disable color writes but don't save the mask values. glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE); glClear(GL_STENCIL_BUFFER_BIT); glEnable(GL_STENCIL_TEST); glStencilFunc(GL_ALWAYS, 1, 1); glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE); activeStencil = true; } void Graphics::useStencil(bool invert) { glStencilFunc(GL_EQUAL, (GLint)(!invert), 1); // invert ? 0 : 1 glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP); setColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); } void Graphics::discardStencil() { if (!activeStencil) return; setColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); glDisable(GL_STENCIL_TEST); activeStencil = false; } 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::ShaderSources &sources) { return new Shader(sources); } 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); } void Graphics::setColor(const Color &c) { gl.setColor(c); } Color Graphics::getColor() const { return gl.getColor(); } void Graphics::setBackgroundColor(const Color &c) { gl.setClearColor(c); } Color Graphics::getBackgroundColor() const { return gl.getClearColor(); } void Graphics::setFont(Font *font) { Object::AutoRelease fontrelease(currentFont); currentFont = font; if (font != 0) currentFont->retain(); } Font *Graphics::getFont() const { return currentFont; } void Graphics::setColorMask(bool r, bool g, bool b, bool a) { colorMask[0] = r; colorMask[1] = g; colorMask[2] = b; colorMask[3] = a; glColorMask((GLboolean) r, (GLboolean) g, (GLboolean) b, (GLboolean) a); } const bool *Graphics::getColorMask() const { return colorMask; } void Graphics::setBlendMode(Graphics::BlendMode mode) { OpenGL::BlendState state = {GL_ONE, GL_ONE, GL_ZERO, GL_ZERO, GL_FUNC_ADD}; switch (mode) { case BLEND_ALPHA: state.srcRGB = GL_SRC_ALPHA; state.srcA = GL_ONE; state.dstRGB = state.dstA = GL_ONE_MINUS_SRC_ALPHA; break; case BLEND_MULTIPLY: state.srcRGB = state.srcA = GL_DST_COLOR; state.dstRGB = state.dstA = GL_ZERO; break; case BLEND_PREMULTIPLIED: state.srcRGB = state.srcA = GL_ONE; state.dstRGB = state.dstA = GL_ONE_MINUS_SRC_ALPHA; break; case BLEND_SUBTRACT: state.func = GL_FUNC_REVERSE_SUBTRACT; case BLEND_ADD: state.srcRGB = state.srcA = GL_SRC_ALPHA; state.dstRGB = state.dstA = GL_ONE; break; case BLEND_SCREEN: state.srcRGB = state.srcA = GL_ONE; state.dstRGB = state.dstA = GL_ONE_MINUS_SRC_COLOR; break; case BLEND_REPLACE: default: state.srcRGB = state.srcA = GL_ONE; state.dstRGB = state.dstA = GL_ZERO; break; } gl.setBlendState(state); } Graphics::BlendMode Graphics::getBlendMode() const { OpenGL::BlendState state = gl.getBlendState(); if (state.func == GL_FUNC_REVERSE_SUBTRACT) // && src == GL_SRC_ALPHA && dst == GL_ONE return BLEND_SUBTRACT; // Everything else has equation == GL_FUNC_ADD. else if (state.srcRGB == state.srcA && state.dstRGB == state.dstA) { if (state.srcRGB == GL_SRC_ALPHA && state.dstRGB == GL_ONE) return BLEND_ADD; else if (state.srcRGB == GL_SRC_ALPHA && state.dstRGB == GL_ONE_MINUS_SRC_ALPHA) return BLEND_ALPHA; // alpha blend mode fallback for very old OpenGL versions. else if (state.srcRGB == GL_DST_COLOR && state.dstRGB == GL_ZERO) return BLEND_MULTIPLY; else if (state.srcRGB == GL_ONE && state.dstRGB == GL_ONE_MINUS_SRC_ALPHA) return BLEND_PREMULTIPLIED; else if (state.srcRGB == GL_ONE && state.dstRGB == GL_ONE_MINUS_SRC_COLOR) return BLEND_SCREEN; else if (state.srcRGB == GL_ONE && state.dstRGB == GL_ZERO) return BLEND_REPLACE; } else if (state.srcRGB == GL_SRC_ALPHA && state.srcA == GL_ONE && state.dstRGB == GL_ONE_MINUS_SRC_ALPHA && state.dstA == GL_ONE_MINUS_SRC_ALPHA) return BLEND_ALPHA; throw Exception("Unknown blend mode"); } void Graphics::setDefaultFilter(const Texture::Filter &f) { Texture::setDefaultFilter(f); } const Texture::Filter &Graphics::getDefaultFilter() const { return Texture::getDefaultFilter(); } void Graphics::setDefaultMipmapFilter(Texture::FilterMode filter, float sharpness) { Image::setDefaultMipmapFilter(filter); Image::setDefaultMipmapSharpness(sharpness); } void Graphics::getDefaultMipmapFilter(Texture::FilterMode *filter, float *sharpness) const { *filter = Image::getDefaultMipmapFilter(); *sharpness = Image::getDefaultMipmapSharpness(); } void Graphics::setLineWidth(float width) { lineWidth = width; } void Graphics::setLineStyle(Graphics::LineStyle style) { lineStyle = style; } void Graphics::setLineJoin(Graphics::LineJoin join) { lineJoin = join; } float Graphics::getLineWidth() const { return lineWidth; } Graphics::LineStyle Graphics::getLineStyle() const { return lineStyle; } Graphics::LineJoin Graphics::getLineJoin() const { return lineJoin; } void Graphics::setPointSize(float size) { glPointSize((GLfloat)size); } float Graphics::getPointSize() const { GLfloat size; glGetFloatv(GL_POINT_SIZE, &size); return (float)size; } void Graphics::setWireframe(bool enable) { wireframe = enable; glPolygonMode(GL_FRONT_AND_BACK, enable ? GL_LINE : GL_FILL); } bool Graphics::isWireframe() const { return 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) { if (currentFont != nullptr) currentFont->print(str, x, y, 0.0, angle, sx, sy, ox, oy, kx, ky); } void Graphics::printf(const std::string &str, float x, float y, float wrap, AlignMode align, float angle, float sx, float sy, float ox, float oy, float kx, float ky) { if (currentFont == nullptr) return; if (wrap < 0.0f) throw love::Exception("Horizontal wrap limit cannot be negative."); using std::string; using std::vector; // wrappedlines indicates which lines were automatically wrapped. It's // guaranteed to have the same number of elements as lines_to_draw. vector wrappedlines; vector lines_to_draw = currentFont->getWrap(str, wrap, 0, &wrappedlines); glPushMatrix(); static Matrix t; t.setTransformation(ceilf(x), ceilf(y), angle, sx, sy, ox, oy, kx, ky); glMultMatrixf((const GLfloat *)t.getElements()); x = y = 0.0f; try { // now for the actual printing vector::const_iterator line_iter, line_end = lines_to_draw.end(); float extra_spacing = 0.0f; int num_spaces = 0; int i = 0; for (line_iter = lines_to_draw.begin(); line_iter != line_end; ++line_iter) { float width = static_cast(currentFont->getWidth(*line_iter)); switch (align) { case ALIGN_RIGHT: currentFont->print(*line_iter, ceilf(x + (wrap - width)), ceilf(y), 0.0f); break; case ALIGN_CENTER: currentFont->print(*line_iter, ceilf(x + (wrap - width) / 2), ceilf(y), 0.0f); break; case ALIGN_JUSTIFY: num_spaces = std::count(line_iter->begin(), line_iter->end(), ' '); if (wrappedlines[i] && num_spaces >= 1) extra_spacing = (wrap - width) / float(num_spaces); else extra_spacing = 0.0f; currentFont->print(*line_iter, ceilf(x), ceilf(y), extra_spacing); break; case ALIGN_LEFT: default: currentFont->print(*line_iter, ceilf(x), ceilf(y), 0.0f); break; } y += currentFont->getHeight() * currentFont->getLineHeight(); i++; } } catch (love::Exception &) { glPopMatrix(); throw; } glPopMatrix(); } /** * Primitives **/ void Graphics::point(float x, float y) { gl.prepareDraw(); gl.bindTexture(0); glBegin(GL_POINTS); glVertex2f(x, y); glEnd(); } void Graphics::polyline(const float *coords, size_t count) { if (lineJoin == LINE_JOIN_NONE) { NoneJoinPolyline line; line.render(coords, count, lineWidth * .5f, float(pixel_size_stack.back()), lineStyle == LINE_SMOOTH); line.draw(); } else if (lineJoin == LINE_JOIN_BEVEL) { BevelJoinPolyline line; line.render(coords, count, lineWidth * .5f, float(pixel_size_stack.back()), lineStyle == LINE_SMOOTH); line.draw(); } else // LINE_JOIN_MITER { MiterJoinPolyline line; line.render(coords, count, lineWidth * .5f, float(pixel_size_stack.back()), 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(0); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *) coords); glDrawArrays(GL_TRIANGLE_FAN, 0, points + 2); glDisableClientState(GL_VERTEX_ARRAY); } 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(0); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *)coords); glDrawArrays(GL_POLYGON, 0, count/2-1); // opengl will close the polygon for us glDisableClientState(GL_VERTEX_ARRAY); } } 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.) Canvas *curcanvas = Canvas::current; if (curcanvas) Canvas::bindDefaultCanvas(); int w = getWidth(); int h = getHeight(); int row = 4*w; int size = row*h; GLubyte *pixels = 0; GLubyte *screenshot = 0; try { pixels = new GLubyte[size]; screenshot = new GLubyte[size]; } catch (std::exception &) { delete[] pixels; delete[] screenshot; if (curcanvas) curcanvas->startGrab(curcanvas->getAttachedCanvases()); 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, *dst = screenshot + size; for (int i = 0; i < h; ++i) memcpy(dst-=row, src+=row, row); delete[] pixels; love::image::ImageData *img = 0; 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; if (curcanvas) curcanvas->startGrab(curcanvas->getAttachedCanvases()); throw; } // Re-bind the active canvas, if necessary. if (curcanvas) curcanvas->startGrab(curcanvas->getAttachedCanvases()); return img; } Graphics::RendererInfo Graphics::getRendererInfo() const { RendererInfo info; 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; } 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: if (GLEE_VERSION_3_0 || GLEE_ARB_framebuffer_object || GLEE_EXT_framebuffer_multisample) { GLint intlimit = 0; glGetIntegerv(GL_MAX_SAMPLES, &intlimit); limit = (double) intlimit; } 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() { if (userMatrices == matrixLimit) throw Exception("Maximum stack depth reached. (More pushes than pops?)"); glPushMatrix(); ++userMatrices; pixel_size_stack.push_back(pixel_size_stack.back()); } void Graphics::pop() { if (userMatrices < 1) throw Exception("Minimum stack depth reached. (More pops than pushes?)"); glPopMatrix(); --userMatrices; pixel_size_stack.pop_back(); } void Graphics::rotate(float r) { glRotatef(LOVE_TODEG(r), 0, 0, 1); } void Graphics::scale(float x, float y) { glScalef(x, y, 1); pixel_size_stack.back() *= 2. / (fabs(x) + fabs(y)); } void Graphics::translate(float x, float y) { glTranslatef(x, y, 0); } void Graphics::shear(float kx, float ky) { Matrix t; t.setShear(kx, ky); glMultMatrixf((const GLfloat *)t.getElements()); } void Graphics::origin() { glLoadIdentity(); pixel_size_stack.back() = 1; } } // opengl } // graphics } // love