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- /**
- * 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 "OpenGL.h"
- #include "Shader.h"
- #include "Canvas.h"
- #include "common/Exception.h"
- // C++
- #include <algorithm>
- // C
- #include <cstring>
- namespace love
- {
- namespace graphics
- {
- namespace opengl
- {
- OpenGL::OpenGL()
- : contextInitialized(false)
- , maxAnisotropy(1.0f)
- , maxTextureSize(0)
- , maxRenderTargets(0)
- , vendor(VENDOR_UNKNOWN)
- , state()
- {
- }
- void OpenGL::initContext()
- {
- if (contextInitialized)
- return;
- initOpenGLFunctions();
- initVendor();
- // Store the current color so we don't have to get it through GL later.
- GLfloat glcolor[4];
- glGetFloatv(GL_CURRENT_COLOR, glcolor);
- state.color.r = glcolor[0] * 255;
- state.color.g = glcolor[1] * 255;
- state.color.b = glcolor[2] * 255;
- state.color.a = glcolor[3] * 255;
- // Same with the current clear color.
- glGetFloatv(GL_COLOR_CLEAR_VALUE, glcolor);
- state.clearColor.r = glcolor[0] * 255;
- state.clearColor.g = glcolor[1] * 255;
- state.clearColor.b = glcolor[2] * 255;
- state.clearColor.a = glcolor[3] * 255;
- // Get the current viewport.
- glGetIntegerv(GL_VIEWPORT, (GLint *) &state.viewport.x);
- // And the current scissor - but we need to compensate for GL scissors
- // starting at the bottom left instead of top left.
- glGetIntegerv(GL_SCISSOR_BOX, (GLint *) &state.scissor.x);
- state.scissor.y = state.viewport.h - (state.scissor.y + state.scissor.h);
- // Initialize multiple texture unit support for shaders, if available.
- state.textureUnits.clear();
- if (Shader::isSupported())
- {
- GLint maxtextureunits;
- glGetIntegerv(GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS, &maxtextureunits);
- state.textureUnits.resize(maxtextureunits, 0);
- GLenum curgltextureunit;
- glGetIntegerv(GL_ACTIVE_TEXTURE, (GLint *) &curgltextureunit);
- state.curTextureUnit = (int) curgltextureunit - GL_TEXTURE0;
- // Retrieve currently bound textures for each texture unit.
- for (size_t i = 0; i < state.textureUnits.size(); i++)
- {
- glActiveTexture(GL_TEXTURE0 + i);
- glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.textureUnits[i]);
- }
- glActiveTexture(curgltextureunit);
- }
- else
- {
- // Multitexturing not supported, so we only have 1 texture unit.
- state.textureUnits.resize(1, 0);
- state.curTextureUnit = 0;
- glGetIntegerv(GL_TEXTURE_BINDING_2D, (GLint *) &state.textureUnits[0]);
- }
- initMaxValues();
- createDefaultTexture();
- state.lastPseudoInstanceID = -1;
- contextInitialized = true;
- }
- void OpenGL::deInitContext()
- {
- if (!contextInitialized)
- return;
- contextInitialized = false;
- }
- void OpenGL::initVendor()
- {
- const char *vstr = (const char *) glGetString(GL_VENDOR);
- if (!vstr)
- {
- vendor = VENDOR_UNKNOWN;
- return;
- }
- // http://feedback.wildfiregames.com/report/opengl/feature/GL_VENDOR
- if (strstr(vstr, "ATI Technologies"))
- vendor = VENDOR_ATI_AMD;
- else if (strstr(vstr, "NVIDIA"))
- vendor = VENDOR_NVIDIA;
- else if (strstr(vstr, "Intel"))
- vendor = VENDOR_INTEL;
- else if (strstr(vstr, "Mesa"))
- vendor = VENDOR_MESA_SOFT;
- else if (strstr(vstr, "Apple Computer"))
- vendor = VENDOR_APPLE;
- else if (strstr(vstr, "Microsoft"))
- vendor = VENDOR_MICROSOFT;
- else
- vendor = VENDOR_UNKNOWN;
- }
- void OpenGL::initOpenGLFunctions()
- {
- // The functionality of the core and ARB VBOs are identical, so we can
- // assign the pointers of the core functions to the names of the ARB
- // functions, if the latter isn't supported but the former is.
- if (GLEE_VERSION_1_5 && !GLEE_ARB_vertex_buffer_object)
- {
- glBindBufferARB = (GLEEPFNGLBINDBUFFERARBPROC) glBindBuffer;
- glBufferDataARB = (GLEEPFNGLBUFFERDATAARBPROC) glBufferData;
- glBufferSubDataARB = (GLEEPFNGLBUFFERSUBDATAARBPROC) glBufferSubData;
- glDeleteBuffersARB = (GLEEPFNGLDELETEBUFFERSARBPROC) glDeleteBuffers;
- glGenBuffersARB = (GLEEPFNGLGENBUFFERSARBPROC) glGenBuffers;
- glGetBufferParameterivARB = (GLEEPFNGLGETBUFFERPARAMETERIVARBPROC) glGetBufferParameteriv;
- glGetBufferPointervARB = (GLEEPFNGLGETBUFFERPOINTERVARBPROC) glGetBufferPointerv;
- glGetBufferSubDataARB = (GLEEPFNGLGETBUFFERSUBDATAARBPROC) glGetBufferSubData;
- glIsBufferARB = (GLEEPFNGLISBUFFERARBPROC) glIsBuffer;
- glMapBufferARB = (GLEEPFNGLMAPBUFFERARBPROC) glMapBuffer;
- glUnmapBufferARB = (GLEEPFNGLUNMAPBUFFERARBPROC) glUnmapBuffer;
- }
- // Same deal for compressed textures.
- if (GLEE_VERSION_1_3 && !GLEE_ARB_texture_compression)
- {
- glCompressedTexImage2DARB = (GLEEPFNGLCOMPRESSEDTEXIMAGE2DARBPROC) glCompressedTexImage2D;
- glCompressedTexSubImage2DARB = (GLEEPFNGLCOMPRESSEDTEXSUBIMAGE2DARBPROC) glCompressedTexSubImage2D;
- glGetCompressedTexImageARB = (GLEEPFNGLGETCOMPRESSEDTEXIMAGEARBPROC) glGetCompressedTexImage;
- }
- }
- void OpenGL::initMaxValues()
- {
- // We'll need this value to clamp anisotropy.
- if (GLEE_EXT_texture_filter_anisotropic)
- glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnisotropy);
- else
- maxAnisotropy = 1.0f;
- glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxTextureSize);
- if (Canvas::isSupported() && (GLEE_VERSION_2_0 || GLEE_ARB_draw_buffers))
- {
- int maxattachments = 0;
- glGetIntegerv(GL_MAX_COLOR_ATTACHMENTS, &maxattachments);
- int maxdrawbuffers = 0;
- glGetIntegerv(GL_MAX_DRAW_BUFFERS, &maxdrawbuffers);
- maxRenderTargets = std::min(maxattachments, maxdrawbuffers);
- }
- else
- maxRenderTargets = 0;
- }
- void OpenGL::createDefaultTexture()
- {
- // Set the 'default' texture (id 0) as a repeating white pixel. Otherwise,
- // texture2D calls 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 = state.textureUnits[state.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 pix = 255;
- glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE8, 1, 1, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, &pix);
- bindTexture(curtexture);
- }
- void OpenGL::prepareDraw()
- {
- Shader *shader = Shader::current;
- if (shader != nullptr)
- {
- // Make sure the active shader has the correct values for its
- // love-provided uniforms.
- shader->checkSetScreenParams();
- // Make sure the Instance ID variable is up-to-date when
- // pseudo-instancing is used.
- if (state.lastPseudoInstanceID != 0 && shader->hasVertexAttrib(ATTRIB_PSEUDO_INSTANCE_ID))
- {
- glVertexAttrib1f((GLuint) ATTRIB_PSEUDO_INSTANCE_ID, 0.0f);
- state.lastPseudoInstanceID = 0;
- }
- // We need to make sure antialiased Canvases are properly resolved
- // before sampling from their textures in a shader.
- // This is kind of a big hack. :(
- const std::map<std::string, Object *> &r = shader->getBoundRetainables();
- for (auto it = r.begin(); it != r.end(); ++it)
- {
- // Even bigger hack! D:
- Canvas *canvas = dynamic_cast<Canvas *>(it->second);
- if (canvas != nullptr)
- canvas->resolveMSAA();
- }
- }
- }
- void OpenGL::drawArraysInstanced(GLenum mode, GLint first, GLsizei count, GLsizei primcount)
- {
- Shader *shader = Shader::current;
- if (GLEE_ARB_draw_instanced)
- glDrawArraysInstancedARB(mode, first, count, primcount);
- else
- {
- bool shaderHasID = shader && shader->hasVertexAttrib(ATTRIB_PSEUDO_INSTANCE_ID);
- // Pseudo-instancing fallback.
- for (int i = 0; i < primcount; i++)
- {
- if (shaderHasID)
- glVertexAttrib1f((GLuint) ATTRIB_PSEUDO_INSTANCE_ID, (GLfloat) i);
- glDrawArrays(mode, first, count);
- }
- if (shaderHasID)
- state.lastPseudoInstanceID = primcount - 1;
- }
- }
- void OpenGL::drawElementsInstanced(GLenum mode, GLsizei count, GLenum type, const void *indices, GLsizei primcount)
- {
- Shader *shader = Shader::current;
- if (GLEE_ARB_draw_instanced)
- glDrawElementsInstancedARB(mode, count, type, indices, primcount);
- else
- {
- bool shaderHasID = shader && shader->hasVertexAttrib(ATTRIB_PSEUDO_INSTANCE_ID);
- // Pseudo-instancing fallback.
- for (int i = 0; i < primcount; i++)
- {
- if (shaderHasID)
- glVertexAttrib1f((GLuint) ATTRIB_PSEUDO_INSTANCE_ID, (GLfloat) i);
- glDrawElements(mode, count, type, indices);
- }
- if (shaderHasID)
- state.lastPseudoInstanceID = primcount - 1;
- }
- }
- void OpenGL::setColor(const Color &c)
- {
- glColor4ubv(&c.r);
- state.color = c;
- }
- Color OpenGL::getColor() const
- {
- return state.color;
- }
- void OpenGL::setClearColor(const Color &c)
- {
- glClearColor(c.r / 255.0f, c.g / 255.0f, c.b / 255.0f, c.a / 255.0f);
- state.clearColor = c;
- }
- Color OpenGL::getClearColor() const
- {
- return state.clearColor;
- }
- void OpenGL::setViewport(const OpenGL::Viewport &v)
- {
- glViewport(v.x, v.y, v.w, v.h);
- state.viewport = v;
- // glScissor starts from the lower left, so we compensate when setting the
- // scissor. When the viewport is changed, we need to manually update the
- // scissor again.
- setScissor(state.scissor);
- }
- OpenGL::Viewport OpenGL::getViewport() const
- {
- return state.viewport;
- }
- void OpenGL::setScissor(const OpenGL::Viewport &v)
- {
- if (Canvas::current)
- glScissor(v.x, v.y, v.w, v.h);
- else
- {
- // With no Canvas active, we need to compensate for glScissor starting
- // from the lower left of the viewport instead of the top left.
- glScissor(v.x, state.viewport.h - (v.y + v.h), v.w, v.h);
- }
- state.scissor = v;
- }
- OpenGL::Viewport OpenGL::getScissor() const
- {
- return state.scissor;
- }
- void OpenGL::setTextureUnit(int textureunit)
- {
- if (textureunit < 0 || (size_t) textureunit >= state.textureUnits.size())
- throw love::Exception("Invalid texture unit index (%d).", textureunit);
- if (textureunit != state.curTextureUnit)
- {
- if (state.textureUnits.size() > 1)
- glActiveTexture(GL_TEXTURE0 + textureunit);
- else
- throw love::Exception("Multitexturing is not supported.");
- }
- state.curTextureUnit = textureunit;
- }
- void OpenGL::bindTexture(GLuint texture)
- {
- if (texture != state.textureUnits[state.curTextureUnit])
- {
- state.textureUnits[state.curTextureUnit] = texture;
- glBindTexture(GL_TEXTURE_2D, texture);
- }
- }
- void OpenGL::bindTextureToUnit(GLuint texture, int textureunit, bool restoreprev)
- {
- if (textureunit < 0 || (size_t) textureunit >= state.textureUnits.size())
- throw love::Exception("Invalid texture unit index.");
- if (texture != state.textureUnits[textureunit])
- {
- int oldtextureunit = state.curTextureUnit;
- setTextureUnit(textureunit);
- state.textureUnits[textureunit] = texture;
- glBindTexture(GL_TEXTURE_2D, texture);
- if (restoreprev)
- setTextureUnit(oldtextureunit);
- }
- }
- void OpenGL::deleteTexture(GLuint texture)
- {
- // glDeleteTextures binds texture 0 to all texture units the deleted texture
- // was bound to before deletion.
- std::vector<GLuint>::iterator it;
- for (it = state.textureUnits.begin(); it != state.textureUnits.end(); ++it)
- {
- if (*it == texture)
- *it = 0;
- }
- glDeleteTextures(1, &texture);
- }
- float OpenGL::setTextureFilter(graphics::Texture::Filter &f)
- {
- GLint gmin, gmag;
- if (f.mipmap == Texture::FILTER_NONE)
- {
- if (f.min == Texture::FILTER_NEAREST)
- gmin = GL_NEAREST;
- else // f.min == Texture::FILTER_LINEAR
- gmin = GL_LINEAR;
- }
- else
- {
- if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_NEAREST)
- gmin = GL_NEAREST_MIPMAP_NEAREST;
- else if (f.min == Texture::FILTER_NEAREST && f.mipmap == Texture::FILTER_LINEAR)
- gmin = GL_NEAREST_MIPMAP_LINEAR;
- else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_NEAREST)
- gmin = GL_LINEAR_MIPMAP_NEAREST;
- else if (f.min == Texture::FILTER_LINEAR && f.mipmap == Texture::FILTER_LINEAR)
- gmin = GL_LINEAR_MIPMAP_LINEAR;
- else
- gmin = GL_LINEAR;
- }
- switch (f.mag)
- {
- case Texture::FILTER_NEAREST:
- gmag = GL_NEAREST;
- break;
- case Texture::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);
- if (GLEE_EXT_texture_filter_anisotropic)
- {
- f.anisotropy = std::min(std::max(f.anisotropy, 1.0f), maxAnisotropy);
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, f.anisotropy);
- }
- return f.anisotropy;
- }
- graphics::Texture::Filter OpenGL::getTextureFilter()
- {
- GLint gmin, gmag;
- glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, &gmin);
- glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &gmag);
- Texture::Filter f;
- switch (gmin)
- {
- case GL_NEAREST:
- f.min = Texture::FILTER_NEAREST;
- f.mipmap = Texture::FILTER_NONE;
- break;
- case GL_NEAREST_MIPMAP_NEAREST:
- f.min = f.mipmap = Texture::FILTER_NEAREST;
- break;
- case GL_NEAREST_MIPMAP_LINEAR:
- f.min = Texture::FILTER_NEAREST;
- f.mipmap = Texture::FILTER_LINEAR;
- break;
- case GL_LINEAR_MIPMAP_NEAREST:
- f.min = Texture::FILTER_LINEAR;
- f.mipmap = Texture::FILTER_NEAREST;
- break;
- case GL_LINEAR_MIPMAP_LINEAR:
- f.min = f.mipmap = Texture::FILTER_LINEAR;
- break;
- case GL_LINEAR:
- default:
- f.min = Texture::FILTER_LINEAR;
- f.mipmap = Texture::FILTER_NONE;
- break;
- }
- switch (gmag)
- {
- case GL_NEAREST:
- f.mag = Texture::FILTER_NEAREST;
- break;
- case GL_LINEAR:
- default:
- f.mag = Texture::FILTER_LINEAR;
- break;
- }
- if (GLEE_EXT_texture_filter_anisotropic)
- glGetTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &f.anisotropy);
- return f;
- }
- void OpenGL::setTextureWrap(const graphics::Texture::Wrap &w)
- {
- GLint gs, gt;
- switch (w.s)
- {
- case Texture::WRAP_CLAMP:
- gs = GL_CLAMP_TO_EDGE;
- break;
- case Texture::WRAP_REPEAT:
- default:
- gs = GL_REPEAT;
- break;
- }
- switch (w.t)
- {
- case Texture::WRAP_CLAMP:
- gt = GL_CLAMP_TO_EDGE;
- break;
- case Texture::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::Texture::Wrap OpenGL::getTextureWrap()
- {
- GLint gs, gt;
- glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, &gs);
- glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, >);
- Texture::Wrap w;
- switch (gs)
- {
- case GL_CLAMP_TO_EDGE:
- w.s = Texture::WRAP_CLAMP;
- break;
- case GL_REPEAT:
- default:
- w.s = Texture::WRAP_REPEAT;
- break;
- }
- switch (gt)
- {
- case GL_CLAMP_TO_EDGE:
- w.t = Texture::WRAP_CLAMP;
- break;
- case GL_REPEAT:
- default:
- w.t = Texture::WRAP_REPEAT;
- break;
- }
- return w;
- }
- int OpenGL::getMaxTextureSize() const
- {
- return maxTextureSize;
- }
- int OpenGL::getMaxRenderTargets() const
- {
- return maxRenderTargets;
- }
- OpenGL::Vendor OpenGL::getVendor() const
- {
- return vendor;
- }
- const char *OpenGL::debugSeverityString(GLenum severity)
- {
- switch (severity)
- {
- case GL_DEBUG_SEVERITY_HIGH:
- return "high";
- case GL_DEBUG_SEVERITY_MEDIUM:
- return "medium";
- case GL_DEBUG_SEVERITY_LOW:
- return "low";
- default:
- break;
- }
- return "unknown";
- }
- const char *OpenGL::debugSourceString(GLenum source)
- {
- switch (source)
- {
- case GL_DEBUG_SOURCE_API:
- return "API";
- case GL_DEBUG_SOURCE_WINDOW_SYSTEM:
- return "window";
- case GL_DEBUG_SOURCE_SHADER_COMPILER:
- return "shader";
- case GL_DEBUG_SOURCE_THIRD_PARTY:
- return "external";
- case GL_DEBUG_SOURCE_APPLICATION:
- return "LOVE";
- case GL_DEBUG_SOURCE_OTHER:
- return "other";
- default:
- break;
- }
- return "unknown";
- }
- const char *OpenGL::debugTypeString(GLenum type)
- {
- switch (type)
- {
- case GL_DEBUG_TYPE_ERROR:
- return "error";
- case GL_DEBUG_TYPE_DEPRECATED_BEHAVIOR:
- return "deprecated behavior";
- case GL_DEBUG_TYPE_UNDEFINED_BEHAVIOR:
- return "undefined behavior";
- case GL_DEBUG_TYPE_PERFORMANCE:
- return "performance";
- case GL_DEBUG_TYPE_PORTABILITY:
- return "portability";
- case GL_DEBUG_TYPE_OTHER:
- return "other";
- default:
- break;
- }
- return "unknown";
- }
- // OpenGL class instance singleton.
- OpenGL gl;
- } // opengl
- } // graphics
- } // love
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