SDL-mirror/src/render/opengl/SDL_render_gl.c

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/*
SDL - Simple DirectMedia Layer
2011-02-11 22:37:15 -08:00
Copyright (C) 1997-2011 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_RENDER_OGL && !SDL_RENDER_DISABLED
#include "SDL_hints.h"
#include "SDL_log.h"
#include "SDL_opengl.h"
#include "../SDL_sysrender.h"
#include "SDL_shaders_gl.h"
#ifdef __MACOSX__
#include <OpenGL/OpenGL.h>
#endif
/* OpenGL renderer implementation */
/* Details on optimizing the texture path on Mac OS X:
http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.html
*/
/* Used to re-create the window with OpenGL capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
static const float inv255f = 1.0f / 255.0f;
static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
static void GL_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
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, void **pixels, int *pitch);
static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GL_UpdateViewport(SDL_Renderer * renderer);
static int GL_RenderClear(SDL_Renderer * renderer);
static int GL_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GL_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GL_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect * rects, int count);
static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch);
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_ACCELERATED | SDL_RENDERER_PRESENTVSYNC),
1,
{SDL_PIXELFORMAT_ARGB8888},
0,
0}
};
typedef struct
{
SDL_GLContext context;
SDL_bool GL_ARB_texture_rectangle_supported;
struct {
GL_Shader shader;
Uint32 color;
int blendMode;
GLenum scaleMode;
} current;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glfuncs.h"
#undef SDL_PROC
/* Multitexture support */
SDL_bool GL_ARB_multitexture_supported;
PFNGLACTIVETEXTUREARBPROC glActiveTextureARB;
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GLint num_texture_units;
/* Shader support */
GL_ShaderContext *shaders;
} GL_RenderData;
typedef struct
{
GLuint texture;
GLenum type;
GLfloat texw;
GLfloat texh;
GLenum format;
GLenum formattype;
void *pixels;
int pitch;
int scaleMode;
SDL_Rect locked_rect;
/* YV12 texture support */
SDL_bool yuv;
GLuint utexture;
GLuint vtexture;
} GL_TextureData;
static void
GL_SetError(const char *prefix, GLenum result)
{
const char *error;
switch (result) {
case GL_NO_ERROR:
error = "GL_NO_ERROR";
break;
case GL_INVALID_ENUM:
error = "GL_INVALID_ENUM";
break;
case GL_INVALID_VALUE:
error = "GL_INVALID_VALUE";
break;
case GL_INVALID_OPERATION:
error = "GL_INVALID_OPERATION";
break;
case GL_STACK_OVERFLOW:
error = "GL_STACK_OVERFLOW";
break;
case GL_STACK_UNDERFLOW:
error = "GL_STACK_UNDERFLOW";
break;
case GL_OUT_OF_MEMORY:
error = "GL_OUT_OF_MEMORY";
break;
case GL_TABLE_TOO_LARGE:
error = "GL_TABLE_TOO_LARGE";
break;
default:
error = "UNKNOWN";
break;
}
SDL_SetError("%s: %s", prefix, error);
}
static int
GL_LoadFunctions(GL_RenderData * data)
{
#ifdef __SDL_NOGETPROCADDR__
#define SDL_PROC(ret,func,params) data->func=func;
#else
#define SDL_PROC(ret,func,params) \
do { \
data->func = SDL_GL_GetProcAddress(#func); \
if ( ! data->func ) { \
SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
return -1; \
} \
} while ( 0 );
#endif /* __SDL_NOGETPROCADDR__ */
#include "SDL_glfuncs.h"
#undef SDL_PROC
return 0;
}
static SDL_GLContext SDL_CurrentContext = NULL;
static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (SDL_CurrentContext != data->context) {
if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
SDL_CurrentContext = data->context;
GL_UpdateViewport(renderer);
}
return 0;
}
/* This is called if we need to invalidate all of the SDL OpenGL state */
static void
GL_ResetState(SDL_Renderer *renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (SDL_CurrentContext == data->context) {
GL_UpdateViewport(renderer);
} else {
GL_ActivateRenderer(renderer);
}
data->current.shader = SHADER_NONE;
data->current.color = 0;
data->current.blendMode = -1;
data->current.scaleMode = 0;
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
/* This ended up causing video discrepancies between OpenGL and Direct3D */
/*data->glEnable(GL_LINE_SMOOTH);*/
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
}
SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GL_RenderData *data;
const char *hint;
GLint value;
Uint32 window_flags;
window_flags = SDL_GetWindowFlags(window);
if (!(window_flags & SDL_WINDOW_OPENGL)) {
if (SDL_RecreateWindow(window, window_flags | SDL_WINDOW_OPENGL) < 0) {
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->WindowEvent = GL_WindowEvent;
renderer->CreateTexture = GL_CreateTexture;
renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->UpdateViewport = GL_UpdateViewport;
renderer->RenderClear = GL_RenderClear;
renderer->RenderDrawPoints = GL_RenderDrawPoints;
renderer->RenderDrawLines = GL_RenderDrawLines;
renderer->RenderFillRects = GL_RenderFillRects;
renderer->RenderCopy = GL_RenderCopy;
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderPresent = GL_RenderPresent;
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->info = GL_RenderDriver.info;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = data;
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
GL_DestroyRenderer(renderer);
return NULL;
}
if (SDL_GL_MakeCurrent(window, data->context) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
if (GL_LoadFunctions(data) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
#ifdef __MACOSX__
/* Enable multi-threaded rendering */
/* Disabled until Ryan finishes his VBO/PBO code...
CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
*/
#endif
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;
}
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_height = value;
if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
|| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
}
/* Check for multitexture support */
if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) {
data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB");
if (data->glActiveTextureARB) {
data->GL_ARB_multitexture_supported = SDL_TRUE;
data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units);
}
}
/* Check for shader support */
hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS);
if (!hint || *hint != '0') {
data->shaders = GL_CreateShaderContext();
}
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s",
data->shaders ? "ENABLED" : "DISABLED");
/* We support YV12 textures using 3 textures and a shader */
if (data->shaders && data->num_texture_units >= 3) {
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12;
renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV;
}
/* Set up parameters for rendering */
GL_ResetState(renderer);
return renderer;
}
static void
GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
/* Rebind the context to the window area and update matrices */
SDL_CurrentContext = NULL;
}
}
static __inline__ int
power_of_2(int input)
{
int value = 1;
while (value < input) {
value <<= 1;
}
return value;
}
static __inline__ SDL_bool
convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
GLint* internalFormat, GLenum* format, GLenum* type)
{
switch (pixel_format) {
case SDL_PIXELFORMAT_ARGB8888:
*internalFormat = GL_RGBA8;
*format = GL_BGRA;
*type = GL_UNSIGNED_INT_8_8_8_8_REV;
break;
case SDL_PIXELFORMAT_YV12:
case SDL_PIXELFORMAT_IYUV:
*internalFormat = GL_LUMINANCE;
*format = GL_LUMINANCE;
*type = GL_UNSIGNED_BYTE;
break;
default:
return SDL_FALSE;
}
return SDL_TRUE;
}
static int
GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum result;
GL_ActivateRenderer(renderer);
if (!convert_format(renderdata, texture->format, &internalFormat,
&format, &type)) {
SDL_SetError("Texture format %s not supported by OpenGL",
SDL_GetPixelFormatName(texture->format));
return -1;
}
data = (GL_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
size_t size;
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
size = texture->h * data->pitch;
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
/* Need to add size for the U and V planes */
size += (2 * (texture->h * data->pitch) / 4);
}
data->pixels = SDL_calloc(1, size);
if (!data->pixels) {
SDL_OutOfMemory();
SDL_free(data);
return -1;
}
}
texture->driverdata = data;
renderdata->glGetError();
renderdata->glGenTextures(1, &data->texture);
if (renderdata->GL_ARB_texture_rectangle_supported) {
data->type = GL_TEXTURE_RECTANGLE_ARB;
texture_w = texture->w;
texture_h = texture->h;
data->texw = (GLfloat) texture_w;
data->texh = (GLfloat) texture_h;
} else {
data->type = GL_TEXTURE_2D;
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) (texture->w) / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
}
data->format = format;
data->formattype = type;
data->scaleMode = GL_LINEAR;
renderdata->glEnable(data->type);
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
#ifdef __MACOSX__
#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
#endif
#ifndef STORAGE_CACHED_APPLE
#define STORAGE_CACHED_APPLE 0x85BE
#endif
#ifndef STORAGE_SHARED_APPLE
#define STORAGE_SHARED_APPLE 0x85BF
#endif
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_SHARED_APPLE);
} else {
renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
GL_STORAGE_CACHED_APPLE);
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING
&& texture->format == SDL_PIXELFORMAT_ARGB8888
&& (texture->w % 8) == 0) {
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
(data->pitch / SDL_BYTESPERPIXEL(texture->format)));
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, data->pixels);
renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_FALSE);
}
else
#endif
{
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
}
renderdata->glDisable(data->type);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
GL_SetError("glTexImage2D()", result);
return -1;
}
if (texture->format == SDL_PIXELFORMAT_YV12 ||
texture->format == SDL_PIXELFORMAT_IYUV) {
data->yuv = SDL_TRUE;
renderdata->glGenTextures(1, &data->utexture);
renderdata->glGenTextures(1, &data->vtexture);
renderdata->glEnable(data->type);
renderdata->glBindTexture(data->type, data->utexture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
texture_h/2, 0, format, type, NULL);
renderdata->glBindTexture(data->type, data->vtexture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2,
texture_h/2, 0, format, type, NULL);
renderdata->glDisable(data->type);
}
return 0;
}
static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GLenum result;
GL_ActivateRenderer(renderer);
renderdata->glGetError();
renderdata->glEnable(data->type);
renderdata->glBindTexture(data->type, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
(pitch / SDL_BYTESPERPIXEL(texture->format)));
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
pixels);
if (data->yuv) {
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const void *top;
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / 2));
/* Skip to the top of the next texture */
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top = (const void*)((const Uint8*)pixels + (texture->h-rect->y) * pitch - rect->x);
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
if (texture->format == SDL_PIXELFORMAT_YV12) {
renderdata->glBindTexture(data->type, data->vtexture);
} else {
renderdata->glBindTexture(data->type, data->utexture);
}
renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
rect->w/2, rect->h/2,
data->format, data->formattype, pixels);
/* Skip to the top of the next texture */
top = (const void*)((const Uint8*)top + (texture->h * pitch)/4);
/* Skip to the correct offset into the next texture */
pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2);
if (texture->format == SDL_PIXELFORMAT_YV12) {
renderdata->glBindTexture(data->type, data->utexture);
} else {
renderdata->glBindTexture(data->type, data->vtexture);
}
renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2,
rect->w/2, rect->h/2,
data->format, data->formattype, pixels);
}
renderdata->glDisable(data->type);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
GL_SetError("glTexSubImage2D()", result);
return -1;
}
return 0;
}
static int
GL_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
data->locked_rect = *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)
{
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
const SDL_Rect *rect;
void *pixels;
rect = &data->locked_rect;
pixels =
(void *) ((Uint8 *) data->pixels + rect->y * data->pitch +
rect->x * SDL_BYTESPERPIXEL(texture->format));
GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
}
static int
GL_UpdateViewport(SDL_Renderer * renderer)
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{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (SDL_CurrentContext != data->context) {
/* We'll update the viewport after we rebind the context */
return 0;
}
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data->glViewport(renderer->viewport.x, renderer->viewport.y,
renderer->viewport.w, renderer->viewport.h);
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data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glOrtho((GLdouble) 0,
(GLdouble) renderer->viewport.w,
(GLdouble) renderer->viewport.h,
(GLdouble) 0, 0.0, 1.0);
return 0;
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}
static void
GL_SetShader(GL_RenderData * data, GL_Shader shader)
{
if (data->shaders && shader != data->current.shader) {
GL_SelectShader(data->shaders, shader);
data->current.shader = shader;
}
}
static void
GL_SetColor(GL_RenderData * data, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
if (color != data->current.color) {
data->glColor4f((GLfloat) r * inv255f,
(GLfloat) g * inv255f,
(GLfloat) b * inv255f,
(GLfloat) a * inv255f);
data->current.color = color;
}
}
static void
GL_SetBlendMode(GL_RenderData * data, int blendMode)
{
if (blendMode != data->current.blendMode) {
switch (blendMode) {
case SDL_BLENDMODE_NONE:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
data->glDisable(GL_BLEND);
break;
case SDL_BLENDMODE_BLEND:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
break;
case SDL_BLENDMODE_ADD:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
break;
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case SDL_BLENDMODE_MOD:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
data->glEnable(GL_BLEND);
data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
break;
}
data->current.blendMode = blendMode;
}
}
static void
GL_SetDrawingState(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_ActivateRenderer(renderer);
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GL_SetColor(data, renderer->r,
renderer->g,
renderer->b,
renderer->a);
GL_SetBlendMode(data, renderer->blendMode);
GL_SetShader(data, SHADER_SOLID);
}
static int
GL_RenderClear(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_ActivateRenderer(renderer);
data->glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
data->glClear(GL_COLOR_BUFFER_BIT);
return 0;
}
static int
GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
GL_SetDrawingState(renderer);
data->glBegin(GL_POINTS);
for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
data->glEnd();
return 0;
}
static int
GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
GL_SetDrawingState(renderer);
if (count > 2 &&
points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
data->glBegin(GL_LINE_LOOP);
/* GL_LINE_LOOP takes care of the final segment */
--count;
for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
data->glEnd();
} else {
#if defined(__APPLE__) || defined(__WIN32__)
Fix and rename VS2010 project files, add tests to VS2010 solution, fix VS compiler warning --HG-- rename : VisualC/tests/automated/automated.vcxproj => VisualC/tests/automated/automated_VS2010.vcxproj rename : VisualC/tests/checkkeys/checkkeys.vcxproj => VisualC/tests/checkkeys/checkkeys_VS2010.vcxproj rename : VisualC/tests/graywin/graywin.vcxproj => VisualC/tests/graywin/graywin_VS2010.vcxproj rename : VisualC/tests/loopwave/loopwave.vcxproj => VisualC/tests/loopwave/loopwave_VS2010.vcxproj rename : VisualC/tests/testalpha/testalpha.vcxproj => VisualC/tests/testalpha/testalpha_VS2010.vcxproj rename : VisualC/tests/testdraw2/testdraw2.vcxproj => VisualC/tests/testdraw2/testdraw2_VS2010.vcxproj rename : VisualC/tests/testfile/testfile.vcxproj => VisualC/tests/testfile/testfile_VS2010.vcxproj rename : VisualC/tests/testgamma/testgamma.vcxproj => VisualC/tests/testgamma/testgamma_VS2010.vcxproj rename : VisualC/tests/testgl/testgl.vcxproj => VisualC/tests/testgl/testgl_VS2010.vcxproj rename : VisualC/tests/testgl2/testgl2.vcxproj => VisualC/tests/testgl2/testgl2_VS2010.vcxproj rename : VisualC/tests/testjoystick/testjoystick.vcxproj => VisualC/tests/testjoystick/testjoystick_VS2010.vcxproj rename : VisualC/tests/testoverlay/testoverlay.vcxproj => VisualC/tests/testoverlay/testoverlay_VS2010.vcxproj rename : VisualC/tests/testoverlay2/testoverlay2.vcxproj => VisualC/tests/testoverlay2/testoverlay2_VS2010.vcxproj rename : VisualC/tests/testpalette/testpalette.vcxproj => VisualC/tests/testpalette/testpalette_VS2010.vcxproj rename : VisualC/tests/testplatform/testplatform.vcxproj => VisualC/tests/testplatform/testplatform_VS2010.vcxproj rename : VisualC/tests/testpower/testpower.vcxproj => VisualC/tests/testpower/testpower_VS2010.vcxproj rename : VisualC/tests/testshape/testshape.vcproj => VisualC/tests/testshape/testshape_VS2008.vcproj rename : VisualC/tests/testshape/testshape.vcxproj => VisualC/tests/testshape/testshape_VS2010.vcxproj rename : VisualC/tests/testsprite/testsprite.vcxproj => VisualC/tests/testsprite/testsprite_VS2010.vcxproj rename : VisualC/tests/testsprite2/testsprite2.vcxproj => VisualC/tests/testsprite2/testsprite2_VS2010.vcxproj rename : VisualC/tests/testvidinfo/testvidinfo.vcxproj => VisualC/tests/testvidinfo/testvidinfo_VS2010.vcxproj rename : VisualC/tests/testwin/testwin.vcxproj => VisualC/tests/testwin/testwin_VS2010.vcxproj rename : VisualC/tests/testwm/testwm.vcxproj => VisualC/tests/testwm/testwm_VS2010.vcxproj
2010-11-19 21:51:33 -08:00
#else
int x1, y1, x2, y2;
Fix and rename VS2010 project files, add tests to VS2010 solution, fix VS compiler warning --HG-- rename : VisualC/tests/automated/automated.vcxproj => VisualC/tests/automated/automated_VS2010.vcxproj rename : VisualC/tests/checkkeys/checkkeys.vcxproj => VisualC/tests/checkkeys/checkkeys_VS2010.vcxproj rename : VisualC/tests/graywin/graywin.vcxproj => VisualC/tests/graywin/graywin_VS2010.vcxproj rename : VisualC/tests/loopwave/loopwave.vcxproj => VisualC/tests/loopwave/loopwave_VS2010.vcxproj rename : VisualC/tests/testalpha/testalpha.vcxproj => VisualC/tests/testalpha/testalpha_VS2010.vcxproj rename : VisualC/tests/testdraw2/testdraw2.vcxproj => VisualC/tests/testdraw2/testdraw2_VS2010.vcxproj rename : VisualC/tests/testfile/testfile.vcxproj => VisualC/tests/testfile/testfile_VS2010.vcxproj rename : VisualC/tests/testgamma/testgamma.vcxproj => VisualC/tests/testgamma/testgamma_VS2010.vcxproj rename : VisualC/tests/testgl/testgl.vcxproj => VisualC/tests/testgl/testgl_VS2010.vcxproj rename : VisualC/tests/testgl2/testgl2.vcxproj => VisualC/tests/testgl2/testgl2_VS2010.vcxproj rename : VisualC/tests/testjoystick/testjoystick.vcxproj => VisualC/tests/testjoystick/testjoystick_VS2010.vcxproj rename : VisualC/tests/testoverlay/testoverlay.vcxproj => VisualC/tests/testoverlay/testoverlay_VS2010.vcxproj rename : VisualC/tests/testoverlay2/testoverlay2.vcxproj => VisualC/tests/testoverlay2/testoverlay2_VS2010.vcxproj rename : VisualC/tests/testpalette/testpalette.vcxproj => VisualC/tests/testpalette/testpalette_VS2010.vcxproj rename : VisualC/tests/testplatform/testplatform.vcxproj => VisualC/tests/testplatform/testplatform_VS2010.vcxproj rename : VisualC/tests/testpower/testpower.vcxproj => VisualC/tests/testpower/testpower_VS2010.vcxproj rename : VisualC/tests/testshape/testshape.vcproj => VisualC/tests/testshape/testshape_VS2008.vcproj rename : VisualC/tests/testshape/testshape.vcxproj => VisualC/tests/testshape/testshape_VS2010.vcxproj rename : VisualC/tests/testsprite/testsprite.vcxproj => VisualC/tests/testsprite/testsprite_VS2010.vcxproj rename : VisualC/tests/testsprite2/testsprite2.vcxproj => VisualC/tests/testsprite2/testsprite2_VS2010.vcxproj rename : VisualC/tests/testvidinfo/testvidinfo.vcxproj => VisualC/tests/testvidinfo/testvidinfo_VS2010.vcxproj rename : VisualC/tests/testwin/testwin.vcxproj => VisualC/tests/testwin/testwin_VS2010.vcxproj rename : VisualC/tests/testwm/testwm.vcxproj => VisualC/tests/testwm/testwm_VS2010.vcxproj
2010-11-19 21:51:33 -08:00
#endif
data->glBegin(GL_LINE_STRIP);
for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
data->glEnd();
/* The line is half open, so we need one more point to complete it.
* http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
* If we have to, we can use vertical line and horizontal line textures
* for vertical and horizontal lines, and then create custom textures
* for diagonal lines and software render those. It's terrible, but at
* least it would be pixel perfect.
*/
data->glBegin(GL_POINTS);
#if defined(__APPLE__) || defined(__WIN32__)
/* Mac OS X and Windows seem to always leave the second point open */
data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y);
#else
/* Linux seems to leave the right-most or bottom-most point open */
x1 = points[0].x;
y1 = points[0].y;
x2 = points[count-1].x;
y2 = points[count-1].y;
if (x1 > x2) {
data->glVertex2f(0.5f + x1, 0.5f + y1);
} else if (x2 > x1) {
data->glVertex2f(0.5f + x2, 0.5f + y2);
} else if (y1 > y2) {
data->glVertex2f(0.5f + x1, 0.5f + y1);
} else if (y2 > y1) {
data->glVertex2f(0.5f + x2, 0.5f + y2);
}
#endif
data->glEnd();
}
return 0;
}
static int
GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
GL_SetDrawingState(renderer);
for (i = 0; i < count; ++i) {
const SDL_Rect *rect = &rects[i];
data->glRecti(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h);
}
return 0;
}
static int
GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GL_ActivateRenderer(renderer);
data->glEnable(texturedata->type);
if (texturedata->yuv) {
data->glActiveTextureARB(GL_TEXTURE2_ARB);
data->glBindTexture(texturedata->type, texturedata->vtexture);
if (texturedata->scaleMode != data->current.scaleMode) {
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
texturedata->scaleMode);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
texturedata->scaleMode);
}
data->glActiveTextureARB(GL_TEXTURE1_ARB);
data->glBindTexture(texturedata->type, texturedata->utexture);
if (texturedata->scaleMode != data->current.scaleMode) {
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
texturedata->scaleMode);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
texturedata->scaleMode);
}
data->glActiveTextureARB(GL_TEXTURE0_ARB);
}
data->glBindTexture(texturedata->type, texturedata->texture);
if (texturedata->scaleMode != data->current.scaleMode) {
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
texturedata->scaleMode);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
texturedata->scaleMode);
data->current.scaleMode = texturedata->scaleMode;
}
if (texture->modMode) {
GL_SetColor(data, texture->r, texture->g, texture->b, texture->a);
} else {
GL_SetColor(data, 255, 255, 255, 255);
}
GL_SetBlendMode(data, texture->blendMode);
if (texturedata->yuv) {
GL_SetShader(data, SHADER_YV12);
} else {
GL_SetShader(data, SHADER_RGB);
}
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;
data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
data->glVertex2f((GLfloat) minx, (GLfloat) miny);
data->glTexCoord2f(maxu, minv);
data->glVertex2f((GLfloat) maxx, (GLfloat) miny);
data->glTexCoord2f(minu, maxv);
data->glVertex2f((GLfloat) minx, (GLfloat) maxy);
data->glTexCoord2f(maxu, maxv);
data->glVertex2f((GLfloat) maxx, (GLfloat) maxy);
data->glEnd();
data->glDisable(texturedata->type);
return 0;
}
static int
GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
GLint internalFormat;
GLenum format, type;
Uint8 *src, *dst, *tmp;
int w, h, length, rows;
GL_ActivateRenderer(renderer);
if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) {
/* FIXME: Do a temp copy to a format that is supported */
SDL_SetError("Unsupported pixel format");
return -1;
}
SDL_GetWindowSize(window, &w, &h);
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
data->glPixelStorei(GL_PACK_ROW_LENGTH,
(pitch / SDL_BYTESPERPIXEL(pixel_format)));
data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
format, type, pixels);
/* Flip the rows to be top-down */
length = rect->w * SDL_BYTESPERPIXEL(pixel_format);
src = (Uint8*)pixels + (rect->h-1)*pitch;
dst = (Uint8*)pixels;
tmp = SDL_stack_alloc(Uint8, length);
rows = rect->h / 2;
while (rows--) {
SDL_memcpy(tmp, dst, length);
SDL_memcpy(dst, src, length);
SDL_memcpy(src, tmp, length);
dst += pitch;
src -= pitch;
}
SDL_stack_free(tmp);
return 0;
}
static void
GL_RenderPresent(SDL_Renderer * renderer)
{
GL_ActivateRenderer(renderer);
SDL_GL_SwapWindow(renderer->window);
}
static void
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GL_ActivateRenderer(renderer);
if (!data) {
return;
}
if (data->texture) {
renderdata->glDeleteTextures(1, &data->texture);
}
if (data->yuv) {
renderdata->glDeleteTextures(1, &data->utexture);
renderdata->glDeleteTextures(1, &data->vtexture);
}
if (data->pixels) {
SDL_free(data->pixels);
}
SDL_free(data);
texture->driverdata = NULL;
}
static void
GL_DestroyRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (data) {
if (data->context) {
/* SDL_GL_MakeCurrent(0, NULL); *//* doesn't do anything */
SDL_GL_DeleteContext(data->context);
}
SDL_free(data);
}
SDL_free(renderer);
}
#endif /* SDL_VIDEO_RENDER_OGL && !SDL_RENDER_DISABLED */
/* vi: set ts=4 sw=4 expandtab: */