--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403208
This commit is contained in:
Sam Lantinga 2008-09-15 04:32:36 +00:00
parent 5f94466c7b
commit a9ba7ee031
7 changed files with 2825 additions and 2619 deletions

View file

@ -39,38 +39,41 @@ static int GLES_ActivateRenderer(SDL_Renderer * renderer);
static int GLES_DisplayModeChanged(SDL_Renderer * renderer);
static int GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int GLES_QueryTexturePixels(SDL_Renderer * renderer,
SDL_Texture * texture, void **pixels,
int *pitch);
SDL_Texture * texture, void **pixels,
int *pitch);
static int GLES_SetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
SDL_Texture * texture,
const SDL_Color * colors, int firstcolor,
int ncolors);
static int GLES_GetTexturePalette(SDL_Renderer * renderer,
SDL_Texture * texture, SDL_Color * colors,
int firstcolor, int ncolors);
SDL_Texture * texture, SDL_Color * colors,
int firstcolor, int ncolors);
static int GLES_SetTextureColorMod(SDL_Renderer * renderer,
SDL_Texture * texture);
SDL_Texture * texture);
static int GLES_SetTextureAlphaMod(SDL_Renderer * renderer,
SDL_Texture * texture);
SDL_Texture * texture);
static int GLES_SetTextureBlendMode(SDL_Renderer * renderer,
SDL_Texture * texture);
SDL_Texture * texture);
static int GLES_SetTextureScaleMode(SDL_Renderer * renderer,
SDL_Texture * texture);
SDL_Texture * texture);
static int GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
int pitch);
const SDL_Rect * rect, const void *pixels,
int pitch);
static int GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch);
static void GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
const SDL_Rect * rect, int markDirty,
void **pixels, int *pitch);
static void GLES_UnlockTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void GLES_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects);
int numrects, const SDL_Rect * rects);
static int GLES_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b,
Uint8 a, const SDL_Rect * rect);
Uint8 a, const SDL_Rect * rect);
static int GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
const SDL_Rect * srcrect,
const SDL_Rect * dstrect);
static void GLES_RenderPresent(SDL_Renderer * renderer);
static void GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void GLES_DestroyTexture(SDL_Renderer * renderer,
SDL_Texture * texture);
static void GLES_DestroyRenderer(SDL_Renderer * renderer);
@ -87,11 +90,11 @@ SDL_RenderDriver GL_ES_RenderDriver = {
SDL_TEXTUREBLENDMODE_MOD),
(SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST |
SDL_TEXTURESCALEMODE_SLOW), 2,
{
SDL_PIXELFORMAT_RGB24,
SDL_PIXELFORMAT_ABGR8888,
},
0,
{
SDL_PIXELFORMAT_RGB24,
SDL_PIXELFORMAT_ABGR8888,
},
0,
0}
};
@ -100,18 +103,18 @@ typedef struct
SDL_GLContext context;
SDL_bool updateSize;
int blendMode;
#ifndef APIENTRY
#define APIENTRY
#endif
SDL_bool useDrawTexture;
SDL_bool GL_OES_draw_texture_supported;
/* OpenGL ES functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glesfuncs.h"
#undef SDL_PROC
SDL_bool useDrawTexture;
SDL_bool GL_OES_draw_texture_supported;
/* OpenGL ES functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glesfuncs.h"
#undef SDL_PROC
} GLES_RenderData;
@ -165,12 +168,12 @@ GLES_SetError(const char *prefix, GLenum result)
static int
GLES_LoadFunctions(GLES_RenderData * data)
{
#define SDL_PROC(ret,func,params) \
#define SDL_PROC(ret,func,params) \
data->func = func;
#include "SDL_glesfuncs.h"
#undef SDL_PROC
#include "SDL_glesfuncs.h"
#undef SDL_PROC
return 0;
}
@ -185,7 +188,7 @@ GLES_AddRenderDriver(_THIS)
SDL_Renderer *
GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
{
SDL_Renderer *renderer;
GLES_RenderData *data;
GLint value;
@ -232,9 +235,10 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->info = GL_ES_RenderDriver.info;
renderer->window = window->id;
renderer->driverdata = data;
renderer->info.flags = (SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);
renderer->info.flags =
(SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);
if (GLES_LoadFunctions(data) < 0) {
GLES_DestroyRenderer(renderer);
@ -265,15 +269,14 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER;
}
}
if (SDL_GL_ExtensionSupported("GL_OES_draw_texture")) {
data->GL_OES_draw_texture_supported = SDL_TRUE;
data->useDrawTexture = SDL_TRUE;
}
else {
data->GL_OES_draw_texture_supported = SDL_FALSE;
data->useDrawTexture = SDL_FALSE;
}
if (SDL_GL_ExtensionSupported("GL_OES_draw_texture")) {
data->GL_OES_draw_texture_supported = SDL_TRUE;
data->useDrawTexture = SDL_TRUE;
} else {
data->GL_OES_draw_texture_supported = SDL_FALSE;
data->useDrawTexture = SDL_FALSE;
}
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
renderer->info.max_texture_width = value;
@ -284,18 +287,19 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
data->blendMode = -1;
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
data->glEnable(GL_TEXTURE_2D);
data->glEnable(GL_TEXTURE_2D);
data->updateSize = SDL_TRUE;
return renderer;
}
static int GLES_ActivateRenderer(SDL_Renderer * renderer)
static int
GLES_ActivateRenderer(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_RenderData *)renderer->driverdata;
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
if (SDL_GL_MakeCurrent(window->id, data->context) < 0) {
return -1;
}
@ -305,8 +309,8 @@ static int GLES_ActivateRenderer(SDL_Renderer * renderer)
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glViewport(0, 0, window->w, window->h);
data->glOrthof(0.0, (GLfloat)window->w, (GLfloat)window->h, 0.0,
0.0, 1.0);
data->glOrthof(0.0, (GLfloat) window->w, (GLfloat) window->h, 0.0,
0.0, 1.0);
data->updateSize = SDL_FALSE;
}
return 0;
@ -342,55 +346,55 @@ GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GLenum format, type;
int texture_w, texture_h;
GLenum result;
switch (texture->format) {
case SDL_PIXELFORMAT_INDEX1LSB:
case SDL_PIXELFORMAT_INDEX1MSB:
case SDL_PIXELFORMAT_INDEX8:
case SDL_PIXELFORMAT_RGB332:
case SDL_PIXELFORMAT_RGB444:
case SDL_PIXELFORMAT_RGB555:
case SDL_PIXELFORMAT_ARGB4444:
case SDL_PIXELFORMAT_ARGB1555:
case SDL_PIXELFORMAT_BGR24:
case SDL_PIXELFORMAT_BGR888:
case SDL_PIXELFORMAT_RGB888:
case SDL_PIXELFORMAT_RGBA8888:
case SDL_PIXELFORMAT_ARGB2101010:
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_RGB24:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_ABGR8888:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
/*
These formats would be supported if SDL had the necessary pixel formats
case SDL_PIXELFORMAT_BGR565:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case SDL_PIXELFORMAT_ABGR5551:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case SDL_PIXELFORMAT_ABGR4444:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
*/
default:
SDL_SetError("Unsupported texture format");
return -1;
switch (texture->format) {
case SDL_PIXELFORMAT_INDEX1LSB:
case SDL_PIXELFORMAT_INDEX1MSB:
case SDL_PIXELFORMAT_INDEX8:
case SDL_PIXELFORMAT_RGB332:
case SDL_PIXELFORMAT_RGB444:
case SDL_PIXELFORMAT_RGB555:
case SDL_PIXELFORMAT_ARGB4444:
case SDL_PIXELFORMAT_ARGB1555:
case SDL_PIXELFORMAT_BGR24:
case SDL_PIXELFORMAT_BGR888:
case SDL_PIXELFORMAT_RGB888:
case SDL_PIXELFORMAT_RGBA8888:
case SDL_PIXELFORMAT_ARGB2101010:
case SDL_PIXELFORMAT_ARGB8888:
case SDL_PIXELFORMAT_RGB24:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_BYTE;
break;
case SDL_PIXELFORMAT_ABGR8888:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
/*
These formats would be supported if SDL had the necessary pixel formats
case SDL_PIXELFORMAT_BGR565:
internalFormat = GL_RGB;
format = GL_RGB;
type = GL_UNSIGNED_SHORT_5_6_5;
break;
case SDL_PIXELFORMAT_ABGR5551:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_5_5_5_1;
break;
case SDL_PIXELFORMAT_ABGR4444:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_SHORT_4_4_4_4;
break;
*/
default:
SDL_SetError("Unsupported texture format");
return -1;
}
data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
SDL_OutOfMemory();
return -1;
@ -410,14 +414,14 @@ GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
renderdata->glGetError();
renderdata->glGenTextures(1, &data->texture);
data->type = GL_TEXTURE_2D;
/* no NPOV textures allowed in OpenGL ES (yet) */
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->type = GL_TEXTURE_2D;
/* no NPOV textures allowed in OpenGL ES (yet) */
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;
renderdata->glBindTexture(data->type, data->texture);
@ -429,9 +433,9 @@ GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
@ -443,7 +447,7 @@ GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
static int
GLES_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
void **pixels, int *pitch)
void **pixels, int *pitch)
{
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
@ -454,17 +458,17 @@ GLES_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture,
static int
GLES_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Color * colors, int firstcolor, int ncolors)
const SDL_Color * colors, int firstcolor, int ncolors)
{
SDL_SetError("OpenGL ES does not support paletted textures");
SDL_SetError("OpenGL ES does not support paletted textures");
return -1;
}
static int
GLES_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
SDL_Color * colors, int firstcolor, int ncolors)
SDL_Color * colors, int firstcolor, int ncolors)
{
SDL_SetError("OpenGL ES does not support paletted textures");
SDL_SetError("OpenGL ES does not support paletted textures");
return -1;
}
@ -472,10 +476,10 @@ static void
SetupTextureUpdate(GLES_RenderData * renderdata, SDL_Texture * texture,
int pitch)
{
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
renderdata->glBindTexture(data->type, data->texture);
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
renderdata->glBindTexture(data->type, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
}
@ -518,7 +522,7 @@ GLES_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
return 0;
case SDL_TEXTURESCALEMODE_BEST:
SDL_Unsupported();
texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW;
texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW;
return -1;
default:
SDL_Unsupported();
@ -529,15 +533,15 @@ GLES_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture)
static int
GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
const SDL_Rect * rect, const void *pixels, int pitch)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
GLenum result;
SetupTextureUpdate(renderdata, texture, pitch);
renderdata->glGetError();
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
renderdata->glGetError();
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
pixels);
result = renderdata->glGetError();
@ -550,8 +554,8 @@ GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
static int
GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch)
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch)
{
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
@ -572,8 +576,8 @@ GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
static void
GLES_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
const SDL_Rect * rects)
GLES_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture,
int numrects, const SDL_Rect * rects)
{
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
int i;
@ -585,44 +589,45 @@ GLES_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
static int
GLES_RenderFill(SDL_Renderer * renderer, Uint8 r, Uint8 g, Uint8 b, Uint8 a,
const SDL_Rect * rect)
const SDL_Rect * rect)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
/* set proper drawing color */
GLfloat oldClearColor[4];
data->glGetFloatv(GL_COLOR_CLEAR_VALUE, oldClearColor);
data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f,
(GLclampf) b * inv255f, (GLclampf) a * inv255f);
data->glScissor(rect->x, window->h - rect->y - rect->h, rect->w, rect->h);
data->glEnable(GL_SCISSOR_TEST);
data->glClear(GL_COLOR_BUFFER_BIT);
data->glDisable(GL_SCISSOR_TEST);
/* reset clear color */
data->glClearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2], oldClearColor[2]);
return 0;
/* set proper drawing color */
GLfloat oldClearColor[4];
data->glGetFloatv(GL_COLOR_CLEAR_VALUE, oldClearColor);
data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f,
(GLclampf) b * inv255f, (GLclampf) a * inv255f);
data->glScissor(rect->x, window->h - rect->y - rect->h, rect->w, rect->h);
data->glEnable(GL_SCISSOR_TEST);
data->glClear(GL_COLOR_BUFFER_BIT);
data->glDisable(GL_SCISSOR_TEST);
/* reset clear color */
data->glClearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2],
oldClearColor[2]);
return 0;
}
static int
GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
int i;
void *temp_buffer; /* used for reformatting dirty rect pixels */
void *temp_ptr;
int i;
void *temp_buffer; /* used for reformatting dirty rect pixels */
void *temp_ptr;
if (texturedata->dirty.list) {
SDL_DirtyRect *dirty;
void *pixels;
@ -630,38 +635,40 @@ GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
int pitch = texturedata->pitch;
SetupTextureUpdate(data, texture, pitch);
data->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);
/* There is no GL_UNPACK_ROW_LENGTH in OpenGLES
we must do this reformatting ourselves(!)
maybe it'd be a good idea to keep a temp buffer around
for this purpose rather than allocating it each time
*/
temp_buffer = SDL_malloc(rect->w * rect->h * bpp);
temp_ptr = temp_buffer;
for (i=0; i<rect->h; i++) {
SDL_memcpy(temp_ptr, pixels, rect->w * bpp);
temp_ptr += rect->w * bpp;
pixels += pitch;
}
pixels =
(void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
rect->x * bpp);
/* There is no GL_UNPACK_ROW_LENGTH in OpenGLES
we must do this reformatting ourselves(!)
maybe it'd be a good idea to keep a temp buffer around
for this purpose rather than allocating it each time
*/
temp_buffer = SDL_malloc(rect->w * rect->h * bpp);
temp_ptr = temp_buffer;
for (i = 0; i < rect->h; i++) {
SDL_memcpy(temp_ptr, pixels, rect->w * bpp);
temp_ptr += rect->w * bpp;
pixels += pitch;
}
data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
rect->w, rect->h, texturedata->format,
texturedata->formattype, temp_buffer);
SDL_free(temp_buffer);
SDL_free(temp_buffer);
}
SDL_ClearDirtyRects(&texturedata->dirty);
}
data->glBindTexture(texturedata->type, texturedata->texture);
data->glEnable(GL_TEXTURE_2D);
data->glEnable(GL_TEXTURE_2D);
if (texture->modMode) {
data->glColor4f((GLfloat) texture->r * inv255f,
(GLfloat) texture->g * inv255f,
@ -697,71 +704,80 @@ GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
data->blendMode = texture->blendMode;
}
switch (texture->scaleMode) {
case SDL_TEXTURESCALEMODE_NONE:
case SDL_TEXTURESCALEMODE_FAST:
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
break;
case SDL_TEXTURESCALEMODE_SLOW:
case SDL_TEXTURESCALEMODE_BEST:
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
break;
}
switch (texture->scaleMode) {
case SDL_TEXTURESCALEMODE_NONE:
case SDL_TEXTURESCALEMODE_FAST:
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
break;
case SDL_TEXTURESCALEMODE_SLOW:
case SDL_TEXTURESCALEMODE_BEST:
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
break;
}
if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
/* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
GLint cropRect[4];
cropRect[0] = srcrect->x;
cropRect[1] = srcrect->y + srcrect->h;
cropRect[2] = srcrect->w;
cropRect[3] = -srcrect->h;
data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
cropRect);
data->glDrawTexiOES(dstrect->x, window->h - dstrect->y - dstrect->h,
0, dstrect->w, dstrect->h);
} else {
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;
GLshort vertices[8];
GLfloat texCoords[8];
vertices[0] = minx;
vertices[1] = miny;
vertices[2] = maxx;
vertices[3] = miny;
vertices[4] = minx;
vertices[5] = maxy;
vertices[6] = maxx;
vertices[7] = maxy;
texCoords[0] = minu;
texCoords[1] = minv;
texCoords[2] = maxu;
texCoords[3] = minv;
texCoords[4] = minu;
texCoords[5] = maxv;
texCoords[6] = maxu;
texCoords[7] = maxv;
data->glVertexPointer(2, GL_SHORT, 0, vertices);
data->glEnableClientState(GL_VERTEX_ARRAY);
data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
/* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
SDL_Window *window = SDL_GetWindowFromID(renderer->window);
GLint cropRect[4];
cropRect[0] = srcrect->x;
cropRect[1] = srcrect->y + srcrect->h;
cropRect[2] = srcrect->w;
cropRect[3] = -srcrect->h;
data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect);
data->glDrawTexiOES(dstrect->x, window->h - dstrect->y - dstrect->h, 0, dstrect->w, dstrect->h);
}
else {
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;
GLshort vertices[8];
GLfloat texCoords[8];
vertices[0] = minx; vertices[1] = miny;
vertices[2] = maxx; vertices[3] = miny;
vertices[4] = minx; vertices[5] = maxy;
vertices[6] = maxx; vertices[7] = maxy;
texCoords[0] = minu; texCoords[1] = minv;
texCoords[2] = maxu; texCoords[3] = minv;
texCoords[4] = minu; texCoords[5] = maxv;
texCoords[6] = maxu; texCoords[7] = maxv;
data->glVertexPointer(2, GL_SHORT, 0, vertices);
data->glEnableClientState(GL_VERTEX_ARRAY);
data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
data->glEnableClientState(GL_TEXTURE_COORD_ARRAY);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
return 0;
}
@ -781,7 +797,7 @@ GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
return;
}
if (data->texture) {
glDeleteTextures(1, &data->texture);
glDeleteTextures(1, &data->texture);
}
if (data->pixels) {
SDL_free(data->pixels);