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- /**
- * Copyright (c) 2006-2012 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 <vector>
- #include <algorithm>
- #include "OpenGL.h"
- #include "common/Exception.h"
- namespace love
- {
- namespace graphics
- {
- namespace opengl
- {
- static bool contextInitialized = false;
- static int curTextureUnit = 0;
- static std::vector<GLuint> textureUnits;
- void initializeContext()
- {
- if (contextInitialized)
- return;
- contextInitialized = true;
- textureUnits.clear();
- // initialize multiple texture unit support, if available
- if (GLEE_VERSION_1_3 || GLEE_ARB_multitexture)
- {
- GLint maxtextureunits;
- glGetIntegerv(GL_MAX_TEXTURE_UNITS, &maxtextureunits);
- // shaders/GL2.0 added "Texture Image Units." Total max texture units is the greater of the two
- if (GLEE_VERSION_2_0 || GLEE_ARB_vertex_shader)
- {
- GLint maxtextureimageunits;
- glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureimageunits);
- maxtextureunits = std::max(maxtextureunits, maxtextureimageunits);
- }
- textureUnits.resize(maxtextureunits, 0);
- GLenum curgltextureunit;
- glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *)&curgltextureunit);
- curTextureUnit = curgltextureunit - GL_TEXTURE0;
- // retrieve currently bound textures for each texture unit
- for (size_t i = 0; i < textureUnits.size(); ++i)
- {
- if (GLEE_VERSION_1_3)
- glActiveTexture(GL_TEXTURE0 + i);
- else
- glActiveTextureARB(GL_TEXTURE0 + i);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &textureUnits[i]);
- }
- if (GLEE_VERSION_1_3)
- glActiveTexture(curgltextureunit);
- else
- glActiveTextureARB(curgltextureunit);
- }
- else
- {
- // multitexturing not supported, so we only have 1 texture unit
- textureUnits.resize(1, 0);
- curTextureUnit = 0;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &textureUnits[0]);
- }
- // Set the 'default' texture (id 0) as a repeating white pixel.
- // Otherwise, texture2D inside a shader would return black when drawing graphics primitives,
- // which would create the need to use different "passthrough" shaders for untextured primitives vs images.
- GLuint curtexture = textureUnits[curTextureUnit];
- bindTexture(0);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
- GLubyte pixel = 255;
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pixel);
- bindTexture(curtexture);
- }
- void uninitializeContext()
- {
- contextInitialized = false;
- }
- void setActiveTextureUnit(int textureunit)
- {
- initializeContext();
- if (textureunit < 0 || (size_t) textureunit >= textureUnits.size())
- throw love::Exception("Invalid texture unit index (%d).", textureunit);
- if (textureunit != curTextureUnit)
- {
- if (GLEE_VERSION_1_3)
- glActiveTexture(GL_TEXTURE0 + textureunit);
- else if (GLEE_ARB_multitexture)
- glActiveTextureARB(GL_TEXTURE0 + textureunit);
- else
- throw love::Exception("Multitexturing not supported.");
- }
- curTextureUnit = textureunit;
- }
- void bindTexture(GLuint texture)
- {
- initializeContext();
- if (texture != textureUnits[curTextureUnit])
- {
- textureUnits[curTextureUnit] = texture;
- glBindTexture(GL_TEXTURE_2D, texture);
- }
- }
- void bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
- {
- initializeContext();
- if (textureunit < 0 || (size_t) textureunit >= textureUnits.size())
- throw love::Exception("Invalid texture unit index.");
- if (texture != textureUnits[textureunit])
- {
- int oldtextureunit = curTextureUnit;
- setActiveTextureUnit(textureunit);
- textureUnits[textureunit] = texture;
- glBindTexture(GL_TEXTURE_2D, texture);
- if (restoreprev)
- setActiveTextureUnit(oldtextureunit);
- }
- }
- void deleteTexture(GLuint texture)
- {
- initializeContext();
- // glDeleteTextures binds texture 0 to all texture units the deleted texture was bound to
- std::vector<GLuint>::iterator it;
- for (it = textureUnits.begin(); it != textureUnits.end(); ++it)
- {
- if (*it == texture)
- *it = 0;
- }
- glDeleteTextures(1, &texture);
- }
- void setTextureFilter(const graphics::Image::Filter &f)
- {
- initializeContext();
- GLint gmin, gmag;
- if (f.mipmap == Image::FILTER_NONE)
- {
- if (f.min == Image::FILTER_NEAREST)
- gmin = GL_NEAREST;
- else // f.min == Image::FILTER_LINEAR
- gmin = GL_LINEAR;
- }
- else
- {
- if (f.min == Image::FILTER_NEAREST && f.mipmap == Image::FILTER_NEAREST)
- gmin = GL_NEAREST_MIPMAP_NEAREST;
- else if (f.min == Image::FILTER_NEAREST && f.mipmap == Image::FILTER_LINEAR)
- gmin = GL_NEAREST_MIPMAP_LINEAR;
- else if (f.min == Image::FILTER_LINEAR && f.mipmap == Image::FILTER_NEAREST)
- gmin = GL_LINEAR_MIPMAP_NEAREST;
- else if (f.min == Image::FILTER_LINEAR && f.mipmap == Image::FILTER_LINEAR)
- gmin = GL_LINEAR_MIPMAP_LINEAR;
- else
- gmin = GL_LINEAR;
- }
- switch (f.mag)
- {
- case Image::FILTER_NEAREST:
- gmag = GL_NEAREST;
- break;
- case Image::FILTER_LINEAR:
- default:
- gmag = GL_LINEAR;
- break;
- }
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gmin);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gmag);
- }
- graphics::Image::Filter getTextureFilter()
- {
- initializeContext();
- GLint gmin, gmag;
- glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &gmin);
- glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &gmag);
- Image::Filter f;
- switch (gmin)
- {
- case GL_NEAREST:
- f.min = Image::FILTER_NEAREST;
- f.mipmap = Image::FILTER_NONE;
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- f.min = f.mipmap = Image::FILTER_NEAREST;
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- f.min = Image::FILTER_NEAREST;
- f.mipmap = Image::FILTER_LINEAR;
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- f.min = Image::FILTER_LINEAR;
- f.mipmap = Image::FILTER_NEAREST;
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- f.min = f.mipmap = Image::FILTER_LINEAR;
- break;
- case GL_LINEAR:
- default:
- f.min = Image::FILTER_LINEAR;
- f.mipmap = Image::FILTER_NONE;
- break;
- }
- switch (gmag)
- {
- case GL_NEAREST:
- f.mag = Image::FILTER_NEAREST;
- break;
- case GL_LINEAR:
- default:
- f.mag = Image::FILTER_LINEAR;
- break;
- }
- return f;
- }
- void setTextureWrap(const graphics::Image::Wrap &w)
- {
- initializeContext();
- GLint gs, gt;
- switch (w.s)
- {
- case Image::WRAP_CLAMP:
- gs = GL_CLAMP_TO_EDGE;
- break;
- case Image::WRAP_REPEAT:
- default:
- gs = GL_REPEAT;
- break;
- }
- switch (w.t)
- {
- case Image::WRAP_CLAMP:
- gt = GL_CLAMP_TO_EDGE;
- break;
- case Image::WRAP_REPEAT:
- default:
- gt = GL_REPEAT;
- break;
- }
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, gs);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, gt);
- }
- graphics::Image::Wrap getTextureWrap()
- {
- initializeContext();
- GLint gs, gt;
- glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &gs);
- glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, >);
- Image::Wrap w;
- switch (gs)
- {
- case GL_CLAMP_TO_EDGE:
- w.s = Image::WRAP_CLAMP;
- break;
- case GL_REPEAT:
- default:
- w.s = Image::WRAP_REPEAT;
- break;
- }
- switch (gt)
- {
- case GL_CLAMP_TO_EDGE:
- w.t = Image::WRAP_CLAMP;
- break;
- case GL_REPEAT:
- default:
- w.t = Image::WRAP_REPEAT;
- break;
- }
- return w;
- }
- } // opengl
- } // graphics
- } // love
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