SDL-mirror/src/video/SDL_renderer_gl.c

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/*
SDL - Simple DirectMedia Layer
Copyright (C) 1997-2006 Sam Lantinga
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
Sam Lantinga
slouken@libsdl.org
*/
#include "SDL_config.h"
#if SDL_VIDEO_OPENGL
#include "SDL_video.h"
#include "SDL_opengl.h"
#include "SDL_sysvideo.h"
#include "SDL_pixels_c.h"
#include "SDL_rect_c.h"
#include "SDL_yuv_sw_c.h"
/* OpenGL renderer implementation */
static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
static int GL_GetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture, SDL_Color * colors,
int firstcolor, int ncolors);
static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
static int GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty,
void **pixels, int *pitch);
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects);
static int GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 color);
static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
int blendMode, int scaleMode);
static void GL_RenderPresent(SDL_Renderer * renderer);
static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GL_DestroyRenderer(SDL_Renderer * renderer);
SDL_RenderDriver GL_RenderDriver = {
GL_CreateRenderer,
{
"opengl",
(SDL_Renderer_PresentDiscard | SDL_Renderer_PresentVSync |
SDL_Renderer_Accelerated),
(SDL_TextureBlendMode_None | SDL_TextureBlendMode_Mask |
SDL_TextureBlendMode_Blend | SDL_TextureBlendMode_Add |
SDL_TextureBlendMode_Mod),
(SDL_TextureScaleMode_None | SDL_TextureScaleMode_Fast |
SDL_TextureScaleMode_Slow),
18,
{
SDL_PixelFormat_Index1LSB,
SDL_PixelFormat_Index1MSB,
SDL_PixelFormat_Index8,
SDL_PixelFormat_RGB332,
SDL_PixelFormat_RGB444,
SDL_PixelFormat_RGB555,
SDL_PixelFormat_ARGB4444,
SDL_PixelFormat_ARGB1555,
SDL_PixelFormat_RGB565,
SDL_PixelFormat_RGB24,
SDL_PixelFormat_BGR24,
SDL_PixelFormat_RGB888,
SDL_PixelFormat_BGR888,
SDL_PixelFormat_ARGB8888,
SDL_PixelFormat_RGBA8888,
SDL_PixelFormat_ABGR8888,
SDL_PixelFormat_BGRA8888,
SDL_PixelFormat_ARGB2101010}, /* FIXME: YUV texture support */
0,
0}
};
typedef struct
{
SDL_GLContext context;
} GL_RenderData;
typedef struct
{
GLuint texture;
GLenum type;
GLfloat texw;
GLfloat texh;
GLenum format;
GLenum formattype;
void *pixels;
int pitch;
SDL_DirtyRectList dirty;
} GL_TextureData;
void
GL_AddRenderDriver(_THIS)
{
if (_this->GL_CreateContext) {
SDL_AddRenderDriver(0, &GL_RenderDriver);
}
}
SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GL_RenderData *data;
if (!(window->flags & SDL_WINDOW_OPENGL)) {
SDL_SetError
("The OpenGL renderer can only be used on OpenGL windows");
return NULL;
}
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
SDL_OutOfMemory();
return NULL;
}
data = (GL_RenderData *) SDL_calloc(1, sizeof(*data));
if (!data) {
GL_DestroyRenderer(renderer);
SDL_OutOfMemory();
return NULL;
}
renderer->CreateTexture = GL_CreateTexture;
renderer->SetTexturePalette = GL_SetTexturePalette;
renderer->GetTexturePalette = GL_GetTexturePalette;
renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->DirtyTexture = GL_DirtyTexture;
renderer->RenderFill = GL_RenderFill;
renderer->RenderCopy = GL_RenderCopy;
renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->info = GL_RenderDriver.info;
renderer->window = window->id;
renderer->driverdata = data;
renderer->info.flags =
(SDL_Renderer_PresentDiscard | SDL_Renderer_Accelerated);
data->context = SDL_GL_CreateContext(window->id);
if (!data->context) {
GL_DestroyRenderer(renderer);
return NULL;
}
if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
if (flags & SDL_Renderer_PresentVSync) {
SDL_GL_SetSwapInterval(1);
} else {
SDL_GL_SetSwapInterval(0);
}
if (SDL_GL_GetSwapInterval() > 0) {
renderer->info.flags |= SDL_Renderer_PresentVSync;
}
/* FIXME: Add a function to make the rendering context current when selecting the renderer */
/* FIXME: Query maximum texture size */
/* FIXME: Check for GL_ARB_texture_rectangle and GL_EXT_texture_rectangle */
/* Set up parameters for rendering */
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, window->w, window->h);
glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0, 1.0);
return renderer;
}
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
GL_TextureData *data;
GLint internalFormat;
GLenum format, type;
switch (texture->format) {
case SDL_PixelFormat_Index1LSB:
case SDL_PixelFormat_Index1MSB:
internalFormat = GL_RGB;
format = GL_COLOR_INDEX;
type = GL_BITMAP;
break;
case SDL_PixelFormat_Index8:
internalFormat = GL_RGB;
format = GL_COLOR_INDEX;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PixelFormat_RGB332:
internalFormat = GL_R3_G3_B2;
format = GL_RGB;
type = GL_UNSIGNED_BYTE_3_3_2;
break;
case SDL_PixelFormat_RGB444:
internalFormat = GL_RGB4;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
case SDL_PixelFormat_RGB555:
internalFormat = GL_RGB5;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case SDL_PixelFormat_ARGB4444:
internalFormat = GL_RGBA4;
format = GL_BGRA;
type = GL_UNSIGNED_SHORT_4_4_4_4_REV;
break;
case SDL_PixelFormat_ARGB1555:
internalFormat = GL_RGB5_A1;
format = GL_BGRA;
type = GL_UNSIGNED_SHORT_1_5_5_5_REV;
break;
case SDL_PixelFormat_RGB565:
internalFormat = GL_RGB8;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case SDL_PixelFormat_RGB24:
internalFormat = GL_RGB8;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PixelFormat_RGB888:
internalFormat = GL_RGB8;
format = GL_RGB;
type = GL_UNSIGNED_INT_8_8_8_8;
break;
case SDL_PixelFormat_BGR24:
internalFormat = GL_RGB8;
format = GL_BGR;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PixelFormat_BGR888:
internalFormat = GL_RGB8;
format = GL_BGR;
type = GL_UNSIGNED_INT_8_8_8_8;
break;
case SDL_PixelFormat_ARGB8888:
internalFormat = GL_RGBA8;
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PixelFormat_RGBA8888:
internalFormat = GL_RGBA8;
format = GL_RGBA;
type = GL_UNSIGNED_INT_8_8_8_8;
break;
case SDL_PixelFormat_ABGR8888:
internalFormat = GL_RGBA8;
format = GL_RGBA;
type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PixelFormat_BGRA8888:
internalFormat = GL_RGBA8;
format = GL_BGRA;
type = GL_UNSIGNED_INT_8_8_8_8;
break;
case SDL_PixelFormat_ARGB2101010:
internalFormat = GL_RGB10_A2;
format = GL_BGRA;
type = GL_UNSIGNED_INT_2_10_10_10_REV;
break;
default:
SDL_SetError("Unsupported texture format");
return -1;
}
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
texture->driverdata = data;
/* FIXME: Check for GL_ARB_texture_rectangle and GL_EXT_texture_rectangle */
glGenTextures(1, &data->texture);
data->type = GL_TEXTURE_RECTANGLE_ARB;
data->texw = (GLfloat) texture->w;
data->texh = (GLfloat) texture->h;
data->format = format;
data->formattype = type;
glBindTexture(data->type, data->texture);
glTexImage2D(data->type, 0, internalFormat, texture->w, texture->h, 0,
format, type, NULL);
return 0;
}
static int
GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Color * colors, int firstcolor, int ncolors)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
return 0;
}
static int
GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
return 0;
}
static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* FIXME, what to use for RGB 4 byte formats? */
glPixelStorei(GL_UNPACK_ROW_LENGTH,
pitch / SDL_BYTESPERPIXEL(texture->format));
glBindTexture(data->type, data->texture);
glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h,
data->format, data->formattype, pixels);
/* FIXME: check for errors */
return 0;
}
static int
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
if (!data->pixels) {
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixels = SDL_malloc(texture->h * data->pitch);
if (!data->pixels) {
SDL_OutOfMemory();
return -1;
}
}
if (markDirty) {
SDL_AddDirtyRect(&data->dirty, rect);
}
*pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
*pitch = data->pitch;
return 0;
}
static void
GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
}
static void
GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
const SDL_Rect * rects)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
int i;
for (i = 0; i < numrects; ++i) {
SDL_AddDirtyRect(&data->dirty, &rects[i]);
}
}
static int
GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 color)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
GLclampf r, g, b, a;
a = ((GLclampf) ((color >> 24) & 0xFF)) / 255.0f;
r = ((GLclampf) ((color >> 16) & 0xFF)) / 255.0f;
g = ((GLclampf) ((color >> 8) & 0xFF)) / 255.0f;
b = ((GLclampf) (color & 0xFF)) / 255.0f;
glClearColor(r, g, b, a);
glViewport(rect->x, window->h - rect->y, rect->w, rect->h);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, window->w, window->h);
return 0;
}
static int
GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect,
int blendMode, int scaleMode)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
if (texturedata->dirty.count > 0) {
SDL_DirtyRect *dirty;
void *pixels;
int bpp = SDL_BYTESPERPIXEL(texture->format);
int pitch = texturedata->pitch;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* FIXME, what to use for RGB 4 byte formats? */
glPixelStorei(GL_UNPACK_ROW_LENGTH,
pitch / SDL_BYTESPERPIXEL(texture->format));
glBindTexture(texturedata->type, texturedata->texture);
for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
SDL_Rect *rect = &dirty->rect;
pixels =
(void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
rect->x * bpp);
glTexSubImage2D(texturedata->type, 0, rect->x, rect->y, rect->w,
rect->h, texturedata->format,
texturedata->formattype, pixels);
}
SDL_ClearDirtyRects(&texturedata->dirty);
}
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
glBindTexture(texturedata->type, texturedata->texture);
switch (blendMode) {
case SDL_TextureBlendMode_None:
glDisable(GL_BLEND);
break;
case SDL_TextureBlendMode_Mask:
case SDL_TextureBlendMode_Blend:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case SDL_TextureBlendMode_Add:
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
case SDL_TextureBlendMode_Mod:
glEnable(GL_BLEND);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
}
switch (scaleMode) {
case SDL_TextureScaleMode_None:
case SDL_TextureScaleMode_Fast:
glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
case SDL_TextureScaleMode_Slow:
glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
break;
}
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(minu, minv);
glVertex2i(minx, miny);
glTexCoord2f(maxu, minv);
glVertex2i(maxx, miny);
glTexCoord2f(minu, maxv);
glVertex2i(minx, maxy);
glTexCoord2f(maxu, maxv);
glVertex2i(maxx, maxy);
glEnd();
return 0;
}
static void
GL_RenderPresent(SDL_Renderer * renderer)
{
SDL_GL_SwapWindow(renderer->window);
}
static void
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
if (!data) {
return;
}
if (data->texture) {
glDeleteTextures(1, &data->texture);
}
if (data->pixels) {
SDL_free(data->pixels);
}
SDL_FreeDirtyRects(&data->dirty);
SDL_free(data);
texture->driverdata = NULL;
}
void
GL_DestroyRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (data) {
if (data->context) {
SDL_GL_MakeCurrent(0, NULL);
SDL_GL_DeleteContext(data->context);
}
SDL_free(data);
}
SDL_free(renderer);
}
#endif /* SDL_VIDEO_OPENGL */
/* vi: set ts=4 sw=4 expandtab: */