/** * Copyright (c) 2006-2013 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. **/ #include "common/config.h" #include "common/math.h" #include "common/Vector.h" #include "Graphics.h" #include "window/sdl/Window.h" #include #include #include #include using love::window::WindowFlags; 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) , savedState() { currentWindow = love::window::sdl::Window::getSingleton(); if (currentWindow->isCreated()) setMode(currentWindow->getWidth(), currentWindow->getHeight()); } 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 point style s.pointStyle = (glIsEnabled(GL_POINT_SMOOTH) == GL_TRUE) ? Graphics::POINT_SMOOTH : Graphics::POINT_ROUGH; // get alpha test status s.alphaTest = isAlphaTestEnabled(); if (s.alphaTest) { // if alpha testing is enabled, store mode and reference alpha s.alphaTestMode = getAlphaTestMode(); s.alphaTestRef = getAlphaTestRef(); } //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]; return s; } void Graphics::restoreState(const DisplayState &s) { setColor(s.color); setBackgroundColor(s.backgroundColor); setBlendMode(s.blendMode); setLine(lineWidth, s.lineStyle); setPoint(s.pointSize, s.pointStyle); if (s.alphaTest) setAlphaTest(s.alphaTestMode, s.alphaTestRef); else setAlphaTest(); 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]); } bool Graphics::setMode(int width, int height) { this->width = width; this->height = height; // Okay, setup OpenGL. gl.initContext(); // Make sure antialiasing works when set elsewhere if (GLEE_VERSION_1_3 || GLEE_ARB_multisample) glEnable(GL_MULTISAMPLE); // Enable blending glEnable(GL_BLEND); // "Normal" blending glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // Enable all color component writes. setColorMask(true, true, true, true); // Enable line/point smoothing. setLineStyle(LINE_SMOOTH); glEnable(GL_POINT_SMOOTH); glHint(GL_POINT_SMOOTH_HINT, GL_NICEST); // Auto-generated mipmaps should be the best quality possible if (GLEE_VERSION_1_4 || GLEE_SGIS_generate_mipmap) glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST); // Set default alpha test mode and value glAlphaFunc(GL_GREATER, 0.0f); setAlphaTest(); // Enable textures glEnable(GL_TEXTURE_2D); gl.setActiveTextureUnit(0); // Set the viewport to top-left corner gl.setViewport(OpenGL::Viewport(0, 0, width, height)); // 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); // Reset modelview matrix glMatrixMode(GL_MODELVIEW); glLoadIdentity(); // Set pixel row alignment glPixelStorei(GL_UNPACK_ALIGNMENT, 2); // 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; created = true; return true; } void Graphics::unSetMode() { // Window re-creation may destroy the GL context, so we must save the state. if (isCreated()) savedState = saveState(); // Unload all volatile objects. These must be reloaded after the display // mode change. Volatile::unloadAll(); gl.deInitContext(); } void Graphics::reset() { DisplayState s; discardStencil(); Canvas::bindDefaultCanvas(); Shader::detach(); restoreState(s); pixel_size_stack.clear(); pixel_size_stack.reserve(5); pixel_size_stack.push_back(1); } 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; } int Graphics::getRenderWidth() const { if (Canvas::current) return Canvas::current->getWidth(); return getWidth(); } int Graphics::getRenderHeight() const { if (Canvas::current) return Canvas::current->getHeight(); return getHeight(); } 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); } int Graphics::getScissor(lua_State *L) const { if (glIsEnabled(GL_SCISSOR_TEST) == GL_FALSE) return 0; OpenGL::Viewport scissor = gl.getScissor(); lua_pushinteger(L, scissor.x); lua_pushinteger(L, scissor.y); lua_pushinteger(L, scissor.w); lua_pushinteger(L, scissor.h); return 4; } 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); } 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() { setColorMask(colorMask[0], colorMask[1], colorMask[2], colorMask[3]); glDisable(GL_STENCIL_TEST); } void Graphics::setAlphaTest(Graphics::AlphaTestMode mode, unsigned char refalpha) { GLclampf ref = refalpha / 255.0f; glEnable(GL_ALPHA_TEST); switch (mode) { case ALPHATEST_LESS: glAlphaFunc(GL_LESS, ref); break; case ALPHATEST_LEQUAL: glAlphaFunc(GL_LEQUAL, ref); break; case ALPHATEST_EQUAL: glAlphaFunc(GL_EQUAL, ref); break; case ALPHATEST_NOTEQUAL: glAlphaFunc(GL_NOTEQUAL, ref); break; case ALPHATEST_GEQUAL: glAlphaFunc(GL_GEQUAL, ref); break; case ALPHATEST_GREATER: glAlphaFunc(GL_GREATER, ref); break; default: glDisable(GL_ALPHA_TEST); break; } } void Graphics::setAlphaTest() { glDisable(GL_ALPHA_TEST); } bool Graphics::isAlphaTestEnabled() { return glIsEnabled(GL_ALPHA_TEST) == GL_TRUE; } Graphics::AlphaTestMode Graphics::getAlphaTestMode() { GLint func; glGetIntegerv(GL_ALPHA_TEST_FUNC, &func); switch (func) { case GL_LESS: return ALPHATEST_LESS; case GL_LEQUAL: return ALPHATEST_LEQUAL; case GL_EQUAL: return ALPHATEST_EQUAL; case GL_NOTEQUAL: return ALPHATEST_NOTEQUAL; case GL_GEQUAL: return ALPHATEST_GEQUAL; case GL_GREATER: return ALPHATEST_GREATER; default: return ALPHATEST_MAX_ENUM; } } unsigned char Graphics::getAlphaTestRef() { GLfloat ref; glGetFloatv(GL_ALPHA_TEST_REF, &ref); return ref * 255; } Image *Graphics::newImage(love::image::ImageData *data) { // Create the image. Image *image = new Image(data); bool success; try { success = image->load(); } catch(love::Exception &) { image->release(); throw; } if (!success) { image->release(); return 0; } return image; } Image *Graphics::newImage(love::image::CompressedData *cdata) { // Create the image. Image *image = new Image(cdata); bool success; try { success = image->load(); } catch(love::Exception &) { image->release(); throw; } if (!success) { image->release(); return 0; } return image; } Geometry *Graphics::newGeometry(const std::vector &vertices) { return new Geometry(vertices); } Geometry *Graphics::newQuad(float x, float y, float w, float h, float sw, float sh) { return new Geometry(x, y, w, h, sw, sh); } Font *Graphics::newFont(love::font::Rasterizer *r, const Image::Filter &filter) { return new Font(r, filter); } SpriteBatch *Graphics::newSpriteBatch(Image *image, int size, int usage) { return new SpriteBatch(image, size, usage); } ParticleSystem *Graphics::newParticleSystem(Image *image, int size) { return new ParticleSystem(image, size); } Canvas *Graphics::newCanvas(int width, int height, Canvas::TextureType texture_type) { if (texture_type == Canvas::TYPE_HDR && !Canvas::isHDRSupported()) throw Exception("HDR Canvases are not supported by your OpenGL implementation"); while (GL_NO_ERROR != glGetError()) /* clear opengl error flag */; Canvas *canvas = new Canvas(width, height, texture_type); 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(error_string.str().c_str()); return NULL; // never reached } Shader *Graphics::newShader(const Shader::ShaderSources &sources) { return new Shader(sources); } 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) { if (currentFont != 0) currentFont->release(); 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) { const int gl_1_4 = GLEE_VERSION_1_4; GLenum func = GL_FUNC_ADD; GLenum src_rgb = GL_ONE; GLenum src_a = GL_ONE; GLenum dst_rgb = GL_ZERO; GLenum dst_a = GL_ZERO; switch (mode) { case BLEND_ALPHA: if (gl_1_4 || GLEE_EXT_blend_func_separate) { src_rgb = GL_SRC_ALPHA; src_a = GL_ONE; dst_rgb = dst_a = GL_ONE_MINUS_SRC_ALPHA; } else { // Fallback for OpenGL implementations without support for separate blend functions. // This will most likely only be used for the Microsoft software renderer and // since it's still stuck with OpenGL 1.1, the only expected difference is a // different alpha value when reading back the default framebuffer (newScreenshot). src_rgb = src_a = GL_SRC_ALPHA; dst_rgb = dst_a = GL_ONE_MINUS_SRC_ALPHA; } break; case BLEND_MULTIPLICATIVE: src_rgb = src_a = GL_DST_COLOR; dst_rgb = dst_a = GL_ZERO; break; case BLEND_PREMULTIPLIED: src_rgb = src_a = GL_ONE; dst_rgb = dst_a = GL_ONE_MINUS_SRC_ALPHA; break; case BLEND_SUBTRACTIVE: func = GL_FUNC_REVERSE_SUBTRACT; case BLEND_ADDITIVE: src_rgb = src_a = GL_SRC_ALPHA; dst_rgb = dst_a = GL_ONE; break; case BLEND_REPLACE: default: src_rgb = src_a = GL_ONE; dst_rgb = dst_a = GL_ZERO; break; } if (gl_1_4 || GLEE_ARB_imaging) glBlendEquation(func); else if (GLEE_EXT_blend_minmax && GLEE_EXT_blend_subtract) glBlendEquationEXT(func); else { if (func == GL_FUNC_REVERSE_SUBTRACT) throw Exception("This graphics card does not support the subtractive blend mode!"); // GL_FUNC_ADD is the default even without access to glBlendEquation, so that'll still work. } if (src_rgb == src_a && dst_rgb == dst_a) glBlendFunc(src_rgb, dst_rgb); else { if (gl_1_4) glBlendFuncSeparate(src_rgb, dst_rgb, src_a, dst_a); else if (GLEE_EXT_blend_func_separate) glBlendFuncSeparateEXT(src_rgb, dst_rgb, src_a, dst_a); else throw Exception("This graphics card does not support separated rgb and alpha blend functions!"); } } Graphics::BlendMode Graphics::getBlendMode() const { const int gl_1_4 = GLEE_VERSION_1_4; GLint src_rgb, src_a, dst_rgb, dst_a; GLint equation = GL_FUNC_ADD; if (gl_1_4 || GLEE_EXT_blend_func_separate) { glGetIntegerv(GL_BLEND_SRC_RGB, &src_rgb); glGetIntegerv(GL_BLEND_SRC_ALPHA, &src_a); glGetIntegerv(GL_BLEND_DST_RGB, &dst_rgb); glGetIntegerv(GL_BLEND_DST_ALPHA, &dst_a); } else { glGetIntegerv(GL_BLEND_SRC, &src_rgb); glGetIntegerv(GL_BLEND_DST, &dst_rgb); src_a = src_rgb; dst_a = dst_rgb; } if (gl_1_4 || GLEE_ARB_imaging || (GLEE_EXT_blend_minmax && GLEE_EXT_blend_subtract)) glGetIntegerv(GL_BLEND_EQUATION, &equation); if (equation == GL_FUNC_REVERSE_SUBTRACT) // && src == GL_SRC_ALPHA && dst == GL_ONE return BLEND_SUBTRACTIVE; // Everything else has equation == GL_FUNC_ADD. else if (src_rgb == src_a && dst_rgb == dst_a) { if (src_rgb == GL_SRC_ALPHA && dst_rgb == GL_ONE) return BLEND_ADDITIVE; else if (src_rgb == GL_SRC_ALPHA && dst_rgb == GL_ONE_MINUS_SRC_ALPHA) return BLEND_ALPHA; // alpha blend mode fallback for very old OpenGL versions. else if (src_rgb == GL_DST_COLOR && dst_rgb == GL_ZERO) return BLEND_MULTIPLICATIVE; else if (src_rgb == GL_ONE && dst_rgb == GL_ONE_MINUS_SRC_ALPHA) return BLEND_PREMULTIPLIED; else if (src_rgb == GL_ONE && dst_rgb == GL_ZERO) return BLEND_REPLACE; } else if (src_rgb == GL_SRC_ALPHA && src_a == GL_ONE && dst_rgb == GL_ONE_MINUS_SRC_ALPHA && dst_a == GL_ONE_MINUS_SRC_ALPHA) return BLEND_ALPHA; throw Exception("Unknown blend mode"); } void Graphics::setDefaultFilter(const Image::Filter &f) { Image::setDefaultFilter(f); } const Image::Filter &Graphics::getDefaultFilter() const { return Image::getDefaultFilter(); } void Graphics::setDefaultMipmapFilter(Image::FilterMode filter, float sharpness) { Image::setDefaultMipmapFilter(filter); Image::setDefaultMipmapSharpness(sharpness); } void Graphics::getDefaultMipmapFilter(Image::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::setLine(float width, Graphics::LineStyle style) { setLineWidth(width); if (style == 0) return; setLineStyle(style); } float Graphics::getLineWidth() const { return lineWidth; } Graphics::LineStyle Graphics::getLineStyle() const { return lineStyle; } void Graphics::setPointSize(float size) { glPointSize((GLfloat)size); } void Graphics::setPointStyle(Graphics::PointStyle style) { if (style == POINT_SMOOTH) glEnable(GL_POINT_SMOOTH); else // love::POINT_ROUGH glDisable(GL_POINT_SMOOTH); } void Graphics::setPoint(float size, Graphics::PointStyle style) { if (style == POINT_SMOOTH) glEnable(GL_POINT_SMOOTH); else // POINT_ROUGH glDisable(GL_POINT_SMOOTH); glPointSize((GLfloat)size); } float Graphics::getPointSize() const { GLfloat size; glGetFloatv(GL_POINT_SIZE, &size); return (float)size; } Graphics::PointStyle Graphics::getPointStyle() const { if (glIsEnabled(GL_POINT_SMOOTH) == GL_TRUE) return POINT_SMOOTH; else return POINT_ROUGH; } int Graphics::getMaxPointSize() const { GLint max; glGetIntegerv(GL_POINT_SIZE_MAX, &max); return (int)max; } void Graphics::print(const char *str, float x, float y , float angle, float sx, float sy, float ox, float oy, float kx, float ky) { if (currentFont != 0) { std::string text(str); currentFont->print(text, x, y, 0.0, angle, sx, sy, ox, oy, kx, ky); } } void Graphics::printf(const char *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 == 0) return; using std::string; using std::vector; string text(str); vector lines_to_draw = currentFont->getWrap(text, wrap); glPushMatrix(); static Matrix t; t.setTransformation(ceil(x), ceil(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 letter_spacing = 0.0f; 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, ceil(x + (wrap - width)), ceil(y), 0.0f); break; case ALIGN_CENTER: currentFont->print(*line_iter, ceil(x + (wrap - width) / 2), ceil(y), 0.0f); break; case ALIGN_JUSTIFY: if (line_iter->length() > 1 && (line_iter+1) != line_end) letter_spacing = (wrap - width) / float(line_iter->length() - 1); else letter_spacing = 0.0f; currentFont->print(*line_iter, ceil(x), ceil(y), letter_spacing); break; case ALIGN_LEFT: default: currentFont->print(*line_iter, ceil(x), ceil(y), 0.0f); break; } y += currentFont->getHeight() * currentFont->getLineHeight(); } } catch (love::Exception &) { glPopMatrix(); throw; } glPopMatrix(); } /** * Primitives **/ void Graphics::point(float x, float y) { gl.bindTexture(0); glBegin(GL_POINTS); glVertex2f(x, y); glEnd(); } // Calculate line boundary points u1 and u2. Sketch: // u1 // -------------+---...___ // | ```'''-- --- // p- - - - - - q- - . _ _ | w/2 // | ` ' ' r + // -------------+---...___ | w/2 // u2 ```'''-- --- // // u1 and u2 depend on four things: // - the half line width w/2 // - the previous line vertex p // - the current line vertex q // - the next line vertex r // // u1/u2 are the intersection points of the parallel lines to p-q and q-r, // i.e. the point where // // (p + w/2 * n1) + mu * (q - p) = (q + w/2 * n2) + lambda * (r - q) (u1) // (p - w/2 * n1) + mu * (q - p) = (q - w/2 * n2) + lambda * (r - q) (u2) // // with n1,n2 being the normals on the segments p-q and q-r: // // n1 = perp(q - p) / |q - p| // n2 = perp(r - q) / |r - q| // // The intersection points can be calculated using cramers rule. static void pushIntersectionPoints(Vector *vertices, Vector *overdraw, int pos, int count, float hw, float overdraw_factor, const Vector &p, const Vector &q, const Vector &r) { // calculate line directions Vector s = (q - p); Vector t = (r - q); // calculate vertex displacement vectors Vector n1 = s.getNormal(); Vector n2 = t.getNormal(); n1.normalize(); n2.normalize(); float det_norm = n1 ^ n2; // will be close to zero if the angle between the normals is sharp n1 *= hw; n2 *= hw; // lines parallel -> assume intersection at displacement points if (fabs(det_norm) <= .03) { vertices[pos] = q - n2; vertices[pos+1] = q + n2; } // real intersection -> calculate boundary intersection points with cramers rule else { float det = s ^ t; Vector d = n1 - n2; Vector b = s - d; // s = q - p Vector c = s + d; float lambda = (b ^ t) / det; float mu = (c ^ t) / det; // ordering for GL_TRIANGLE_STRIP vertices[pos] = p + s*mu - n1; // u1 vertices[pos+1] = p + s*lambda + n1; // u2 } if (overdraw) { // displacement of the overdraw vertices Vector x = (vertices[pos] - q) * overdraw_factor; overdraw[pos] = vertices[pos]; overdraw[pos+1] = vertices[pos] + x; overdraw[2*count-pos-2] = vertices[pos+1]; overdraw[2*count-pos-1] = vertices[pos+1] - x; } } // precondition: // glEnableClientState(GL_VERTEX_ARRAY); static void draw_overdraw(Vector *overdraw, size_t count, float pixel_size, bool looping) { // if not looping, the outer overdraw vertices need to be displaced // to cover the line endings, i.e.: // +- - - - //- - + +- - - - - //- - - + // +-------//-----+ : +-------//-----+ : // | core // line | --> : | core // line | : // +-----//-------+ : +-----//-------+ : // +- - //- - - - + +- - - //- - - - - + if (!looping) { Vector s = overdraw[1] - overdraw[3]; s.normalize(); s *= pixel_size; overdraw[1] += s; overdraw[2*count-1] += s; Vector t = overdraw[count-1] - overdraw[count-3]; t.normalize(); t *= pixel_size; overdraw[count-1] += t; overdraw[count+1] += t; // we need to draw two more triangles to close the // overdraw at the line start. overdraw[2*count] = overdraw[0]; overdraw[2*count+1] = overdraw[1]; } // prepare colors: // even indices in overdraw* point to inner vertices => alpha = current-alpha, // odd indices point to outer vertices => alpha = 0. Color c = gl.getColor(); Color *colors = new Color[2*count+2]; for (size_t i = 0; i < 2*count+2; ++i) { colors[i] = c; // avoids branching. equiv to if (i%2 == 1) colors[i].a = 0; colors[i].a *= GLubyte(i % 2 == 0); } // draw faded out line halos glEnableClientState(GL_COLOR_ARRAY); glColorPointer(4, GL_UNSIGNED_BYTE, 0, colors); glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *)overdraw); glDrawArrays(GL_TRIANGLE_STRIP, 0, 2*count + 2 * int(!looping)); glDisableClientState(GL_COLOR_ARRAY); // "if GL_COLOR_ARRAY is enabled, the value of the current color is // undefined after glDrawArrays executes" gl.setColor(c); delete[] colors; } void Graphics::polyline(const float *coords, size_t count) { Vector *vertices = new Vector[count]; // two vertices for every line end-point Vector *overdraw = NULL; Vector p,q,r; bool looping = (coords[0] == coords[count-2]) && (coords[1] == coords[count-1]); float halfwidth = lineWidth/2.f; float pixel_size = pixel_size_stack.back(); float overdraw_factor = .0f; if (lineStyle == LINE_SMOOTH) { overdraw = new Vector[2*count+2]; overdraw_factor = pixel_size / halfwidth; halfwidth = std::max(.0f, halfwidth - .25f*pixel_size); } // get line vertex boundaries // if not looping, extend the line at the beginning, else use last point as `p' r = Vector(coords[0], coords[1]); if (!looping) q = r * 2 - Vector(coords[2], coords[3]); else q = Vector(coords[count-4], coords[count-3]); for (size_t i = 0; i+3 < count; i += 2) { p = q; q = r; r = Vector(coords[i+2], coords[i+3]); pushIntersectionPoints(vertices, overdraw, i, count, halfwidth, overdraw_factor, p,q,r); } // if not looping, extend the line at the end, else use first point as `r' p = q; q = r; if (!looping) r += q - p; else r = Vector(coords[2], coords[3]); pushIntersectionPoints(vertices, overdraw, count-2, count, halfwidth, overdraw_factor, p,q,r); // end get line vertex boundaries // draw the core line gl.bindTexture(0); glEnableClientState(GL_VERTEX_ARRAY); glVertexPointer(2, GL_FLOAT, 0, (const GLvoid *)vertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, count); // draw the line halo (antialiasing) if (lineStyle == LINE_SMOOTH) draw_overdraw(overdraw, count, pixel_size, looping); glDisableClientState(GL_VERTEX_ARRAY); // cleanup delete[] vertices; if (lineStyle == LINE_SMOOTH) delete[] overdraw; } 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.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.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 { img = image->newImageData(w, h, (void *) screenshot); } catch (love::Exception &) { delete[] screenshot; if (curcanvas) curcanvas->startGrab(curcanvas->getAttachedCanvases()); throw; } delete[] screenshot; // Re-bind the active canvas, if necessary. if (curcanvas) curcanvas->startGrab(curcanvas->getAttachedCanvases()); return img; } std::string Graphics::getRendererInfo(Graphics::RendererInfo infotype) const { const char *infostr = 0; switch (infotype) { case Graphics::RENDERER_INFO_NAME: default: infostr = "OpenGL"; break; case Graphics::RENDERER_INFO_VERSION: infostr = (const char *) glGetString(GL_VERSION); break; case Graphics::RENDERER_INFO_VENDOR: infostr = (const char *) glGetString(GL_VENDOR); break; case Graphics::RENDERER_INFO_DEVICE: infostr = (const char *) glGetString(GL_RENDERER); break; } if (!infostr) throw love::Exception("Cannot retrieve renderer information."); return std::string(infostr); } 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. / double(x + 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