iPhone build compiles again (drawing routines need to be implemented)
--HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403398
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42a2b85bc5
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3 changed files with 171 additions and 91 deletions
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@ -434,36 +434,6 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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return renderer;
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}
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static void
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SetBlendMode(GL_RenderData * data, int blendMode)
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{
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if (blendMode != data->blendMode) {
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switch (blendMode) {
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case SDL_BLENDMODE_NONE:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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data->glDisable(GL_BLEND);
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break;
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case SDL_BLENDMODE_MASK:
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case SDL_BLENDMODE_BLEND:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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data->glEnable(GL_BLEND);
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data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case SDL_BLENDMODE_ADD:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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data->glEnable(GL_BLEND);
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data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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break;
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case SDL_BLENDMODE_MOD:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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data->glEnable(GL_BLEND);
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data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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break;
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}
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data->blendMode = blendMode;
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}
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}
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static int
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GL_ActivateRenderer(SDL_Renderer * renderer)
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{
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@ -1066,12 +1036,42 @@ GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
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}
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}
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static void
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GL_SetBlendMode(GL_RenderData * data, int blendMode)
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{
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if (blendMode != data->blendMode) {
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switch (blendMode) {
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case SDL_BLENDMODE_NONE:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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data->glDisable(GL_BLEND);
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break;
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case SDL_BLENDMODE_MASK:
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case SDL_BLENDMODE_BLEND:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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data->glEnable(GL_BLEND);
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data->glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case SDL_BLENDMODE_ADD:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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data->glEnable(GL_BLEND);
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data->glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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break;
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case SDL_BLENDMODE_MOD:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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data->glEnable(GL_BLEND);
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data->glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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break;
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}
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data->blendMode = blendMode;
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}
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}
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static int
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GL_RenderPoint(SDL_Renderer * renderer, int x, int y)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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SetBlendMode(data, renderer->blendMode);
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GL_SetBlendMode(data, renderer->blendMode);
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data->glColor4f((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
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@ -1090,7 +1090,7 @@ GL_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
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{
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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SetBlendMode(data, renderer->blendMode);
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GL_SetBlendMode(data, renderer->blendMode);
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data->glColor4f((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
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@ -1111,11 +1111,13 @@ GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
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GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
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SDL_Window *window = SDL_GetWindowFromID(renderer->window);
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GL_SetBlendMode(data, renderer->blendMode);
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data->glColor4f((GLfloat) renderer->r * inv255f,
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(GLfloat) renderer->g * inv255f,
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(GLfloat) renderer->b * inv255f,
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(GLfloat) renderer->a * inv255f);
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SetBlendMode(data, renderer->blendMode);
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data->glRecti(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h);
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return 0;
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@ -1178,7 +1180,7 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
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}
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SetBlendMode(data, texture->blendMode);
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GL_SetBlendMode(data, texture->blendMode);
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if (texture->scaleMode != data->scaleMode) {
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switch (texture->scaleMode) {
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