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- /**
- * Copyright (c) 2006-2011 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 <vector>
- #include <sstream>
- #include <algorithm>
- #include <iterator>
- namespace love
- {
- namespace graphics
- {
- namespace opengl
- {
- Graphics::Graphics()
- : currentFont(0), lineWidth(1), matrixLimit(0), userMatrices(0)
- {
- // Indicates that there is no screen
- // created yet.
- currentMode.width = 0;
- currentMode.height = 0;
- currentMode.fullscreen = 0;
- // Window should be centered.
- SDL_putenv(const_cast<char *>("SDL_VIDEO_CENTERED=center"));
- if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
- throw Exception(SDL_GetError());
- }
- Graphics::~Graphics()
- {
- if(currentFont != 0)
- currentFont->release();
- SDL_QuitSubSystem(SDL_INIT_VIDEO);
- }
- const char * Graphics::getName() const
- {
- return "love.graphics.opengl";
- }
- bool Graphics::checkMode(int width, int height, bool fullscreen)
- {
- Uint32 sdlflags = fullscreen ? (SDL_OPENGL | SDL_FULLSCREEN) : SDL_OPENGL;
- // Check if mode is supported
- int bpp = SDL_VideoModeOK(width, height, 32, sdlflags);
- return (bpp >= 16);
- }
- DisplayState Graphics::saveState()
- {
- DisplayState s;
- //create a table in which to store the color data in float format, before converting it
- float color[4];
- //get the color
- glGetFloatv(GL_CURRENT_COLOR, color);
- s.color.set( (color[0]*255.0f), (color[1]*255.0f), (color[2]*255.0f), (color[3]*255.0f) );
- //get the background color
- glGetFloatv(GL_COLOR_CLEAR_VALUE, color);
- s.backgroundColor.set( color[0]*255.0f, color[1]*255.0f, color[2]*255.0f, color[3]*255.0f );
- //store modes here
- GLint mode;
- //get blend mode
- glGetIntegerv(GL_BLEND_DST, &mode);
- //following syntax seems better than if-else every time
- s.blendMode = (mode == GL_ONE) ? Graphics::BLEND_ADDITIVE : Graphics::BLEND_ALPHA;
- //get color mode
- glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &mode);
- s.colorMode = (mode == GL_MODULATE) ? Graphics::COLOR_MODULATE : Graphics::COLOR_REPLACE;
- //get line style
- s.lineStyle = (glIsEnabled(GL_POLYGON_SMOOTH) == GL_TRUE) ? Graphics::LINE_SMOOTH : Graphics::LINE_ROUGH;
- //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 scissor status
- s.scissor = (glIsEnabled(GL_SCISSOR_TEST) == GL_TRUE);
- //do we have scissor, if so, store the box
- if (s.scissor)
- glGetIntegerv(GL_SCISSOR_BOX, s.scissorBox);
- char *cap = 0;
- SDL_WM_GetCaption(&cap, 0);
- s.caption = cap;
- s.mouseVisible = (SDL_ShowCursor(SDL_QUERY) == SDL_ENABLE) ? true : false;
- return s;
- }
- void Graphics::restoreState(const DisplayState & s)
- {
- setColor(s.color);
- setBackgroundColor(s.backgroundColor);
- setBlendMode(s.blendMode);
- setColorMode(s.colorMode);
- setLine(lineWidth, s.lineStyle);
- setPoint(s.pointSize, s.pointStyle);
- if (s.scissor)
- setScissor(s.scissorBox[0], s.scissorBox[1], s.scissorBox[2], s.scissorBox[3]);
- else
- setScissor();
- setCaption(s.caption.c_str());
- SDL_ShowCursor(s.mouseVisible ? SDL_ENABLE : SDL_DISABLE);
- }
- bool Graphics::setMode(int width, int height, bool fullscreen, bool vsync, int fsaa)
- {
- // This operation destroys the OpenGL context, so
- // we must save the state.
- DisplayState tempState;
- if (isCreated())
- tempState = saveState();
- // Unlad all volatile objects. These must be reloaded after
- // the display mode change.
- Volatile::unloadAll();
- // Get caption.
- // We need to restart the subsystem for two reasons:
- // 1) Special case for fullscreen -> windowed. Windows XP did not
- // work well with "normal" display mode change in this case.
- // The application window does leave fullscreen, but the desktop
- // resolution does not revert to the correct one. Restarting the
- // SDL video subsystem does the trick, though.
- // 2) Restart the event system (for whatever reason the event system
- // started and stopped with SDL_INIT_VIDEO, see:
- // http://sdl.beuc.net/sdl.wiki/Introduction_to_Events)
- // because the mouse position will not be able to exceed
- // the previous' video mode window size (i.e. alway
- // love.mouse.getX() < 800 when switching from 800x600 to a
- // higher resolution)
- SDL_QuitSubSystem(SDL_INIT_VIDEO);
- if(SDL_InitSubSystem(SDL_INIT_VIDEO) < 0)
- {
- std::cout << "Could not init SDL_VIDEO: " << SDL_GetError() << std::endl;
- return false;
- }
- // Set caption.
- // Set GL attributes
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 0);
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
- SDL_GL_SetAttribute(SDL_GL_SWAP_CONTROL, (vsync ? 1 : 0));
- SDL_GL_SetAttribute(SDL_GL_STENCIL_SIZE, 1);
- // FSAA
- if(fsaa > 0)
- {
- SDL_GL_SetAttribute( SDL_GL_MULTISAMPLEBUFFERS, 1 ) ;
- SDL_GL_SetAttribute( SDL_GL_MULTISAMPLESAMPLES, fsaa ) ;
- }
- // Fullscreen?
- Uint32 sdlflags = fullscreen ? (SDL_OPENGL | SDL_FULLSCREEN) : SDL_OPENGL;
- if(!isCreated())
- setCaption("");
- // Have SDL set the video mode.
- if(SDL_SetVideoMode(width, height, 32, sdlflags ) == 0)
- {
- bool failed = true;
- if(fsaa > 0)
- {
- // FSAA might have failed, disable it and try again
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES, 0);
- failed = SDL_SetVideoMode(width, height, 32, sdlflags ) == 0;
- if (failed)
- {
- // There might be no FSAA at all
- SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS, 0);
- failed = SDL_SetVideoMode(width, height, 32, sdlflags ) == 0;
- }
- }
- if(failed)
- {
- std::cerr << "Could not set video mode: " << SDL_GetError() << std::endl;
- return false;
- }
- }
- if (width == 0 || height == 0)
- {
- const SDL_VideoInfo* videoinfo = SDL_GetVideoInfo();
- width = videoinfo->current_w;
- height = videoinfo->current_h;
- }
- // Check if FSAA failed or not
- if(fsaa > 0)
- {
- GLint buffers;
- GLint samples;
- glGetIntegerv( GL_SAMPLE_BUFFERS_ARB, & buffers ) ;
- glGetIntegerv( GL_SAMPLES_ARB, & samples ) ;
- // Don't fail because of this, but issue a warning.
- if ( ! buffers || (samples != fsaa))
- std::cerr << "Warning, quality setting failed! (Result: buffers: " << buffers << ", samples: " << samples << ")" << std::endl;
- }
- // Okay, setup OpenGL.
- // Enable blending
- glEnable(GL_BLEND);
- // "Normal" blending
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- // Enable line/point smoothing.
- setLineStyle(LINE_SMOOTH);
- glEnable(GL_POINT_SMOOTH);
- glHint(GL_POINT_SMOOTH_HINT, GL_NICEST);
- // Enable textures
- glEnable(GL_TEXTURE_2D);
- // Set the viewport to top-left corner
- glViewport(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);
- // Set the new display mode as the current display mode.
- currentMode.width = width;
- currentMode.height = height;
- currentMode.colorDepth = 32;
- currentMode.fsaa = fsaa;
- currentMode.fullscreen = fullscreen;
- currentMode.vsync = vsync;
- // Reload all volatile objects.
- if(!Volatile::loadAll())
- std::cerr << "Could not reload all volatile objects." << std::endl;
- // Restore the display state.
- restoreState(tempState);
-
- // Get the maximum number of matrices
- // subtract a few to give the engine some room.
- glGetIntegerv(GL_MAX_MODELVIEW_STACK_DEPTH, &matrixLimit);
- matrixLimit -= 5;
- return true;
- }
- bool Graphics::toggleFullscreen()
- {
- // Try to do the change.
- return setMode(currentMode.width,
- currentMode.height,
- !currentMode.fullscreen,
- currentMode.vsync,
- currentMode.fsaa);
- }
- void Graphics::reset()
- {
- DisplayState s;
- discardMask();
- Framebuffer::bindDefaultBuffer();
- restoreState(s);
- }
- void Graphics::clear()
- {
- glClear(GL_COLOR_BUFFER_BIT);
- glLoadIdentity();
- }
- void Graphics::present()
- {
- SDL_GL_SwapBuffers();
- }
- void Graphics::setIcon(Image * image)
- {
- Uint32 rmask, gmask, bmask, amask;
- #ifdef LOVE_BIG_ENDIAN
- rmask = 0xFF000000;
- gmask = 0x00FF0000;
- bmask = 0x0000FF00;
- amask = 0x000000FF;
- #else
- rmask = 0x000000FF;
- gmask = 0x0000FF00;
- bmask = 0x00FF0000;
- amask = 0xFF000000;
- #endif
- int w = static_cast<int>(image->getWidth());
- int h = static_cast<int>(image->getHeight());
- int pitch = static_cast<int>(image->getWidth() * 4);
- SDL_Surface * icon = SDL_CreateRGBSurfaceFrom(image->getData()->getData(), w, h, 32, pitch, rmask, gmask, bmask, amask);
- SDL_WM_SetIcon(icon, NULL);
- SDL_FreeSurface(icon);
- }
- void Graphics::setCaption(const char * caption)
- {
- SDL_WM_SetCaption(caption, 0);
- }
- int Graphics::getCaption(lua_State * L)
- {
- char * title = 0;
- SDL_WM_GetCaption(&title, 0);
- lua_pushstring(L, title);
- return 1;
- }
- int Graphics::getWidth()
- {
- return currentMode.width;
- }
- int Graphics::getHeight()
- {
- return currentMode.height;
- }
- int Graphics::getRenderHeight()
- {
- if (Framebuffer::current)
- return Framebuffer::current->getHeight();
- return currentMode.height;
- }
- bool Graphics::isCreated()
- {
- return (currentMode.width > 0) || (currentMode.height > 0);
- }
- int Graphics::getModes(lua_State * L)
- {
- SDL_Rect ** modes = SDL_ListModes(0, SDL_OPENGL | SDL_FULLSCREEN);
- if(modes == (SDL_Rect **)0 || modes == (SDL_Rect **)-1)
- return 0;
- int index = 1;
- lua_newtable(L);
- for(int i=0;modes[i];++i)
- {
- lua_pushinteger(L, index);
- lua_newtable(L);
- // Inner table attribs.
- lua_pushstring(L, "width");
- lua_pushinteger(L, modes[i]->w);
- lua_settable(L, -3);
- lua_pushstring(L, "height");
- lua_pushinteger(L, modes[i]->h);
- lua_settable(L, -3);
- // Inner table attribs end.
- lua_settable(L, -3);
- index++;
- }
- return 1;
- }
- void Graphics::setScissor(int x, int y, int width, int height)
- {
- glEnable(GL_SCISSOR_TEST);
- glScissor(x, getRenderHeight() - (y + height), width, height); // Compensates for the fact that our y-coordinate is reverse of OpenGLs.
- }
- void Graphics::setScissor()
- {
- glDisable(GL_SCISSOR_TEST);
- }
- int Graphics::getScissor(lua_State * L)
- {
- if(glIsEnabled(GL_SCISSOR_TEST) == GL_FALSE)
- return 0;
- GLint scissor[4];
- glGetIntegerv(GL_SCISSOR_BOX, scissor);
- lua_pushnumber(L, scissor[0]);
- lua_pushnumber(L, getRenderHeight() - (scissor[1] + scissor[3])); // Compensates for the fact that our y-coordinate is reverse of OpenGLs.
- lua_pushnumber(L, scissor[2]);
- lua_pushnumber(L, scissor[3]);
- return 4;
- }
- void Graphics::defineMask()
- {
- glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- glEnable(GL_STENCIL_TEST);
- glClear(GL_STENCIL_BUFFER_BIT);
- glStencilFunc(GL_ALWAYS, 1, 1);
- glStencilOp(GL_KEEP, GL_KEEP, GL_REPLACE);
- }
- void Graphics::useMask(bool invert)
- {
- glStencilFunc(GL_EQUAL, (int)(!invert), 1); // invert ? 0 : 1
- glStencilOp(GL_KEEP, GL_KEEP, GL_KEEP);
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- }
- void Graphics::discardMask()
- {
- glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- glDisable(GL_STENCIL_TEST);
- }
- Image * Graphics::newImage(love::image::ImageData * data)
- {
- // Create the image.
- Image * image = new Image(data);
- bool success;
- try {
- success = image->load();
- } catch (love::Exception & e) {
- image->release();
- throw love::Exception(e.what());
- }
- if (!success) {
- image->release();
- return 0;
- }
- return image;
- }
- Quad * Graphics::newQuad(int x, int y, int w, int h, int sw, int sh)
- {
- Quad::Viewport v;
- v.x = x;
- v.y = y;
- v.w = w;
- v.h = h;
- return new Quad(v, sw, sh);
- }
- Font * Graphics::newFont(love::font::Rasterizer * r, const Image::Filter& filter)
- {
- Font * font = new Font(r, filter);
- // Load it and check for errors.
- if(!font)
- {
- delete font;
- return 0;
- }
- return font;
- }
- SpriteBatch * Graphics::newSpriteBatch(Image * image, int size, int usage)
- {
- SpriteBatch * t = NULL;
- try {
- t = new SpriteBatch(image, size, usage);
- } catch (love::Exception& e) {
- if (t) delete t;
- throw e;
- }
- return t;
- }
- ParticleSystem * Graphics::newParticleSystem(Image * image, int size)
- {
- return new ParticleSystem(image, size);
- }
- Framebuffer * Graphics::newFramebuffer(int width, int height)
- {
- return new Framebuffer(width, height);
- }
- void Graphics::setColor(const Color& c)
- {
- glColor4ubv(&c.r);
- }
- Color Graphics::getColor()
- {
- float c[4];
- glGetFloatv(GL_CURRENT_COLOR, c);
- Color t;
- t.r = (unsigned char)(255.0f*c[0]);
- t.g = (unsigned char)(255.0f*c[1]);
- t.b = (unsigned char)(255.0f*c[2]);
- t.a = (unsigned char)(255.0f*c[3]);
- return t;
- }
- void Graphics::setBackgroundColor(const Color& c)
- {
- glClearColor((float)c.r/255.0f, (float)c.g/255.0f, (float)c.b/255.0f, (float)c.a/255.0f);
- }
- Color Graphics::getBackgroundColor()
- {
- float c[4];
- glGetFloatv(GL_COLOR_CLEAR_VALUE, c);
- Color t;
- t.r = (unsigned char)(255.0f*c[0]);
- t.g = (unsigned char)(255.0f*c[1]);
- t.b = (unsigned char)(255.0f*c[2]);
- t.a = (unsigned char)(255.0f*c[3]);
- return t;
- }
- void Graphics::setFont( Font * font )
- {
- if(currentFont != 0)
- currentFont->release();
- currentFont = font;
- if(font != 0)
- currentFont->retain();
- }
- Font * Graphics::getFont()
- {
- return currentFont;
- }
- void Graphics::setBlendMode( Graphics::BlendMode mode )
- {
- glAlphaFunc(GL_GEQUAL, 0);
- if (mode == BLEND_SUBTRACTIVE)
- glBlendEquation(GL_FUNC_REVERSE_SUBTRACT);
- else
- glBlendEquation(GL_FUNC_ADD);
- if (mode == BLEND_ALPHA)
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- else if (mode == BLEND_MULTIPLICATIVE)
- glBlendFunc(GL_DST_COLOR, GL_ONE_MINUS_SRC_ALPHA);
- else // mode == BLEND_ADDITIVE || mode == BLEND_SUBTRACTIVE
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- }
- void Graphics::setColorMode ( Graphics::ColorMode mode )
- {
- if(mode == COLOR_MODULATE)
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
- else // mode = COLOR_REPLACE
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
- }
- Graphics::BlendMode Graphics::getBlendMode ()
- {
- GLint dst, src, equation;
- glGetIntegerv(GL_BLEND_DST, &dst);
- glGetIntegerv(GL_BLEND_SRC, &src);
- glGetIntegerv(GL_BLEND_EQUATION, &equation);
- if (equation == GL_FUNC_REVERSE_SUBTRACT) // && src == GL_SRC_ALPHA && dst == GL_ONE
- return BLEND_SUBTRACTIVE;
- else if(src == GL_SRC_ALPHA && dst == GL_ONE) // && equation == GL_FUNC_ADD
- return BLEND_ADDITIVE;
- else if (src == GL_SRC_ALPHA && dst == GL_ONE_MINUS_SRC_ALPHA) // && equation == GL_FUNC_ADD
- return BLEND_ALPHA;
- else // src == GL_DST_COLOR && dst == GL_ONE_MINUS_SRC_ALPHA && equation == GL_FUNC_ADD
- return BLEND_MULTIPLICATIVE;
- }
- Graphics::ColorMode Graphics::getColorMode()
- {
- GLint mode;
- glGetTexEnviv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, &mode);
- if(mode == GL_MODULATE)
- return COLOR_MODULATE;
- else // // mode == GL_REPLACE
- return COLOR_REPLACE;
- }
- void Graphics::setLineWidth( float width )
- {
- lineWidth = width;
- }
- void Graphics::setLineStyle(Graphics::LineStyle style )
- {
- // XXX: actually enables antialiasing for _all_ polygons.
- // may need investigation if wanted or not
- // maybe rename to something else?
- if(style == LINE_ROUGH)
- glDisable (GL_POLYGON_SMOOTH);
- else // type == LINE_SMOOTH
- {
- glEnable (GL_POLYGON_SMOOTH);
- glHint (GL_POLYGON_SMOOTH_HINT, GL_NICEST);
- }
- }
- void Graphics::setLine( float width, Graphics::LineStyle style )
- {
- setLineWidth(width);
- if(style == 0)
- return;
- setLineStyle(style);
- }
- float Graphics::getLineWidth()
- {
- float w;
- glGetFloatv(GL_LINE_WIDTH, &w);
- return w;
- }
- Graphics::LineStyle Graphics::getLineStyle()
- {
- if(glIsEnabled(GL_POLYGON_SMOOTH) == GL_TRUE)
- return LINE_SMOOTH;
- else
- return LINE_ROUGH;
- }
- 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()
- {
- GLfloat size;
- glGetFloatv(GL_POINT_SIZE, &size);
- return (float)size;
- }
- Graphics::PointStyle Graphics::getPointStyle()
- {
- if(glIsEnabled(GL_POINT_SMOOTH) == GL_TRUE)
- return POINT_SMOOTH;
- else
- return POINT_ROUGH;
- }
- int Graphics::getMaxPointSize()
- {
- 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, angle, sx, sy, ox, oy, kx, ky);
- }
- }
- void Graphics::printf( const char * str, float x, float y, float wrap, AlignMode align)
- {
- if (currentFont == 0)
- return;
- using namespace std;
- string text(str);
- const float width_space = static_cast<float>(currentFont->getWidth(' '));
- vector<string> lines_to_draw;
- //split text at newlines
- istringstream iss( text );
- string line;
- while (getline(iss, line, '\n')) {
- // split line into words
- vector<string> words;
- istringstream word_iss(line);
- copy(istream_iterator<string>(word_iss), istream_iterator<string>(),
- back_inserter< vector<string> >(words));
- // put words back together until a wrap occurs
- float width = 0.0f;
- float oldwidth = 0.0f;
- ostringstream string_builder;
- vector<string>::const_iterator word_iter;
- for (word_iter = words.begin(); word_iter != words.end(); ++word_iter) {
- string word( *word_iter );
- width += currentFont->getWidth( word );
- // on wordwrap, push line to line buffer and clear string builder
- if (width >= wrap && oldwidth > 0) {
- lines_to_draw.push_back( string_builder.str() );
- string_builder.str( "" );
- width = static_cast<float>(currentFont->getWidth( word ));
- }
- string_builder << word << " ";
- width += width_space;
- oldwidth = width;
- }
- // push last line
- lines_to_draw.push_back( string_builder.str() );
- }
- // now for the actual printing
- vector<string>::const_iterator line_iter, line_end = lines_to_draw.end();
- for (line_iter = lines_to_draw.begin(); line_iter != line_end; ++line_iter) {
- float width = static_cast<float>(currentFont->getWidth( *line_iter ));
- switch (align) {
- case ALIGN_RIGHT:
- currentFont->print(*line_iter, ceil(x + wrap - width), ceil(y));
- break;
- case ALIGN_CENTER:
- currentFont->print(*line_iter, ceil(x + (wrap - width) / 2), ceil(y));
- break;
- case ALIGN_LEFT:
- default:
- currentFont->print(*line_iter, ceil(x), ceil(y));
- break;
- }
- y += currentFont->getHeight() * currentFont->getLineHeight();
- }
- }
- /**
- * Primitives
- **/
- void Graphics::point( float x, float y )
- {
- glDisable(GL_TEXTURE_2D);
- glBegin(GL_POINTS);
- glVertex2f(x, y);
- glEnd();
- glEnable(GL_TEXTURE_2D);
- }
- // calculate line boundary intersection vertices for current line
- // dependent on the current *and next* line segment
- static void pushIntersectionPoints(Vector *vertices, int pos, float halfwidth, 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 d1 = s.getNormal();
- Vector d2 = t.getNormal();
- d1.normalize();
- d2.normalize();
- float det_norm = d1 ^ d2;
- d1 *= halfwidth;
- d2 *= halfwidth;
- // lines parallel -> assume intersection at displacement points
- if (fabs(det_norm) <= .03) {
- vertices[pos] = q - d2;
- vertices[pos + 1] = q + d2;
- return;
- }
- // real intersection -> calculate boundary intersection points
- float det = s ^ t;
- Vector d = d1 - d2;
- 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 - d1 + s * mu;
- vertices[pos+1] = p + d1 + s * lambda;
- }
- void Graphics::polyline(const float* coords, size_t count, bool looping)
- {
- Vector *vertices = new Vector[count]; // two vertices for every line end-point
- Vector p,q,r;
- r = Vector(coords[0], coords[1]);
- if (looping) q = Vector(coords[count-4], coords[count-3]);
- else q = r * 2 - Vector(coords[2], coords[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, i, lineWidth/2, p,q,r);
- }
- p = q;
- q = r;
- if (looping) r = Vector(coords[2], coords[3]);
- else r += (q-p);
- pushIntersectionPoints(vertices, count-2, lineWidth/2, p,q,r);
- glDisable(GL_TEXTURE_2D);
- glEnableClientState(GL_VERTEX_ARRAY);
- glVertexPointer(2, GL_FLOAT, 0, (const GLvoid*)vertices);
- glDrawArrays(GL_TRIANGLE_STRIP, 0, count);
- glDisableClientState(GL_VERTEX_ARRAY);
- glEnable(GL_TEXTURE_2D);
- delete[] vertices;
- }
- void Graphics::triangle(DrawMode mode, float x1, float y1, float x2, float y2, float x3, float y3 )
- {
- float coords[] = { x1,y1, x2,y2, x3,y3, x1,y1 };
- polygon(mode, coords, 4 * 2);
- }
- void Graphics::rectangle(DrawMode mode, float x, float y, float w, float h)
- {
- quad(mode, x,y, x,y+h, x+w,y+h, x+w,y);
- }
- void Graphics::quad(DrawMode mode, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4 )
- {
- float coords[] = { x1,y1, x2,y2, x3,y3, x4,y4, x1,y1 };
- polygon(mode, coords, 5 * 2);
- }
- void Graphics::circle(DrawMode mode, float x, float y, float radius, int points)
- {
- float two_pi = static_cast<float>(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 * cos(phi);
- coords[2*i+1] = y + radius * sin(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)
- {
- angle1 = fmod(angle1, 2.0f * (float)LOVE_M_PI);
- angle2 = fmod(angle2, 2.0f * (float)LOVE_M_PI);
- if (angle1 == angle2)
- return;
- else if (angle1 > angle2)
- angle2 += (float)LOVE_M_PI * 2.0f;
- if(points <= 0) points = 1;
- float angle_shift = ((angle2 - angle1) / points);
- float phi = angle1;
- // GL_POLYGON can only fill-draw convex polygons, so we need to do stuff manually here
- if (mode == DRAW_LINE) {
- float *coords = new float[(points + 3) * 2];
- coords[0] = coords[2 * points + 4] = x;
- coords[1] = coords[2 * points + 5] = y;
- for (int i = 0; i <= points; ++i, phi += angle_shift) {
- coords[2 * (i+1)] = x + radius * cos(phi);
- coords[2 * (i+1) + 1] = y - radius * sin(phi);
- }
- polyline(coords, (points + 3) * 2); // artifacts at sharp angles if set to looping
- delete[] coords;
- } else {
- glDisable(GL_TEXTURE_2D);
- glBegin(GL_TRIANGLE_FAN);
- glVertex2f(x, y);
- for (int i = 0; i <= points; ++i, phi += angle_shift)
- glVertex2f(x + radius * cos(phi), y - radius * sin(phi));
- glEnd();
- glEnable(GL_TEXTURE_2D);
- }
- }
- /// @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, true);
- } else {
- glDisable(GL_TEXTURE_2D);
- 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);
- glEnable(GL_TEXTURE_2D);
- }
- }
- love::image::ImageData * Graphics::newScreenshot(love::image::Image * image)
- {
- int w = getWidth();
- int h = getHeight();
- int row = 4*w;
- int size = row*h;
- GLubyte * pixels = new GLubyte[size];
- GLubyte * screenshot = new GLubyte[size];
- glReadPixels(0, 0, w, h, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
- // 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);
- }
- love::image::ImageData * img = image->newImageData(w, h, (void*)screenshot);
- delete [] pixels;
- delete [] screenshot;
- return img;
- }
- void Graphics::push()
- {
- if (userMatrices == matrixLimit)
- throw Exception("Maximum stack depth reached.");
- glPushMatrix();
- ++userMatrices;
- }
- void Graphics::pop()
- {
- if (userMatrices < 1)
- throw Exception("Minimum stack depth reached. (More pops than pushes?)");
- glPopMatrix();
- --userMatrices;
- }
- void Graphics::rotate(float r)
- {
- glRotatef(LOVE_TODEG(r), 0, 0, 1);
- }
- void Graphics::scale(float x, float y)
- {
- glScalef(x, y, 1);
- }
- 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::drawTest(Image * image, float x, float y, float a, float sx, float sy, float ox, float oy)
- {
- image->bind();
- // Buffer for transforming the image.
- vertex buf[4];
- Matrix t;
- t.translate(x, y);
- t.rotate(a);
- t.scale(sx, sy);
- t.translate(ox, oy);
- t.transform(buf, image->getVertices(), 4);
- const vertex * vertices = image->getVertices();
- glEnableClientState(GL_VERTEX_ARRAY);
- glEnableClientState(GL_TEXTURE_COORD_ARRAY);
- glVertexPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&buf[0].x);
- glTexCoordPointer(2, GL_FLOAT, sizeof(vertex), (GLvoid*)&vertices[0].s);
- glDrawArrays(GL_QUADS, 0, 4);
- glDisableClientState(GL_TEXTURE_COORD_ARRAY);
- glDisableClientState(GL_VERTEX_ARRAY);
- }
- bool Graphics::hasFocus()
- {
- return (SDL_GetAppState() & SDL_APPINPUTFOCUS) != 0;
- }
- } // opengl
- } // graphics
- } // love
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