OpenGL renderer is feature complete!
Dynamically load GL functions in the OpenGL renderer. --HG-- extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401972
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c05ca3687f
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e06b514882
2 changed files with 161 additions and 103 deletions
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@ -98,6 +98,13 @@ typedef struct
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{
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SDL_GLContext context;
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SDL_bool GL_ARB_texture_rectangle_supported;
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int blendMode;
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int scaleMode;
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/* OpenGL functions */
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#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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} GL_RenderData;
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typedef struct
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@ -151,6 +158,32 @@ GL_SetError(const char *prefix, GLenum result)
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SDL_SetError("%s: %s", prefix, error);
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}
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static int
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GL_LoadFunctions(GL_RenderData * data)
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{
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#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
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#define __SDL_NOGETPROCADDR__
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#elif defined(__MINT__)
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#define __SDL_NOGETPROCADDR__
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#endif
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#ifdef __SDL_NOGETPROCADDR__
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#define SDL_PROC(ret,func,params) data->func=func;
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#else
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#define SDL_PROC(ret,func,params) \
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do { \
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data->func = SDL_GL_GetProcAddress(#func); \
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if ( ! data->func ) { \
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SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
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return -1; \
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} \
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} while ( 0 );
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#endif /* __SDL_NOGETPROCADDR__ */
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#include "SDL_glfuncs.h"
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#undef SDL_PROC
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return 0;
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}
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void
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GL_AddRenderDriver(_THIS)
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{
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@ -205,6 +238,11 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->info.flags =
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(SDL_Renderer_PresentDiscard | SDL_Renderer_Accelerated);
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if (GL_LoadFunctions(data) < 0) {
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GL_DestroyRenderer(renderer);
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return NULL;
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}
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data->context = SDL_GL_CreateContext(window->id);
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if (!data->context) {
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GL_DestroyRenderer(renderer);
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@ -224,8 +262,10 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->info.flags |= SDL_Renderer_PresentVSync;
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}
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &renderer->info.max_texture_width);
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &renderer->info.max_texture_height);
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data->glGetIntegerv(GL_MAX_TEXTURE_SIZE,
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&renderer->info.max_texture_width);
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data->glGetIntegerv(GL_MAX_TEXTURE_SIZE,
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&renderer->info.max_texture_height);
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if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
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|| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
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@ -233,19 +273,22 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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}
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/* Set up parameters for rendering */
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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data->blendMode = -1;
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data->scaleMode = -1;
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data->glDisable(GL_DEPTH_TEST);
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data->glDisable(GL_CULL_FACE);
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if (data->GL_ARB_texture_rectangle_supported) {
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glEnable(GL_TEXTURE_RECTANGLE_ARB);
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data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
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} else {
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glEnable(GL_TEXTURE_2D);
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data->glEnable(GL_TEXTURE_2D);
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}
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glViewport(0, 0, window->w, window->h);
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glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0, 1.0);
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data->glMatrixMode(GL_PROJECTION);
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data->glLoadIdentity();
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data->glMatrixMode(GL_MODELVIEW);
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data->glLoadIdentity();
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data->glViewport(0, 0, window->w, window->h);
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data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0,
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1.0);
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return renderer;
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}
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@ -371,8 +414,8 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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texture->driverdata = data;
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glGetError();
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glGenTextures(1, &data->texture);
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renderdata->glGetError();
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renderdata->glGenTextures(1, &data->texture);
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if (renderdata->GL_ARB_texture_rectangle_supported) {
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data->type = GL_TEXTURE_RECTANGLE_ARB;
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texture_w = texture->w;
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@ -388,10 +431,10 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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}
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data->format = format;
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data->formattype = type;
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glBindTexture(data->type, data->texture);
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glTexImage2D(data->type, 0, internalFormat, texture_w, texture_h, 0,
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format, type, NULL);
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result = glGetError();
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renderdata->glBindTexture(data->type, data->texture);
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renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
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texture_h, 0, format, type, NULL);
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result = renderdata->glGetError();
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if (result != GL_NO_ERROR) {
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GL_SetError("glTexImage2D()", result);
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return -1;
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@ -419,31 +462,34 @@ GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
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}
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static void
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SetupTextureUpdate(SDL_Texture * texture, int pitch)
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SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
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int pitch)
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{
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if (texture->format == SDL_PixelFormat_Index1LSB) {
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glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
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renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
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} else if (texture->format == SDL_PixelFormat_Index1MSB) {
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glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
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renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glPixelStorei(GL_UNPACK_ROW_LENGTH,
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pitch / SDL_BYTESPERPIXEL(texture->format));
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renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
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pitch / SDL_BYTESPERPIXEL(texture->format));
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}
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static int
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GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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const SDL_Rect * rect, const void *pixels, int pitch)
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{
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GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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GLenum result;
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glGetError();
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SetupTextureUpdate(texture, pitch);
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glBindTexture(data->type, data->texture);
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glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h,
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data->format, data->formattype, pixels);
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result = glGetError();
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renderdata->glGetError();
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SetupTextureUpdate(renderdata, texture, pitch);
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renderdata->glBindTexture(data->type, data->texture);
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renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
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rect->h, data->format, data->formattype,
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pixels);
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result = renderdata->glGetError();
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if (result != GL_NO_ERROR) {
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GL_SetError("glTexSubImage2D()", result);
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return -1;
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@ -507,10 +553,10 @@ GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 color)
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g = ((GLclampf) ((color >> 8) & 0xFF)) / 255.0f;
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b = ((GLclampf) (color & 0xFF)) / 255.0f;
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glClearColor(r, g, b, a);
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glViewport(rect->x, window->h - rect->y, rect->w, rect->h);
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glClear(GL_COLOR_BUFFER_BIT);
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glViewport(0, 0, window->w, window->h);
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data->glClearColor(r, g, b, a);
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data->glViewport(rect->x, window->h - rect->y, rect->w, rect->h);
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data->glClear(GL_COLOR_BUFFER_BIT);
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data->glViewport(0, 0, window->w, window->h);
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return 0;
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}
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@ -530,16 +576,16 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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int bpp = SDL_BYTESPERPIXEL(texture->format);
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int pitch = texturedata->pitch;
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SetupTextureUpdate(texture, pitch);
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glBindTexture(texturedata->type, texturedata->texture);
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SetupTextureUpdate(data, texture, pitch);
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data->glBindTexture(texturedata->type, texturedata->texture);
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for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
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SDL_Rect *rect = &dirty->rect;
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pixels =
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(void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
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rect->x * bpp);
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glTexSubImage2D(texturedata->type, 0, rect->x, rect->y, rect->w,
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rect->h, texturedata->format,
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texturedata->formattype, pixels);
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data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
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rect->w, rect->h, texturedata->format,
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texturedata->formattype, pixels);
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}
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SDL_ClearDirtyRects(&texturedata->dirty);
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}
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maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
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maxv *= texturedata->texh;
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glBindTexture(texturedata->type, texturedata->texture);
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data->glBindTexture(texturedata->type, texturedata->texture);
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switch (blendMode) {
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case SDL_TextureBlendMode_None:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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glDisable(GL_BLEND);
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break;
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case SDL_TextureBlendMode_Mask:
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case SDL_TextureBlendMode_Blend:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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break;
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case SDL_TextureBlendMode_Add:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE);
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break;
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case SDL_TextureBlendMode_Mod:
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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break;
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if (blendMode != data->blendMode) {
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switch (blendMode) {
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case SDL_TextureBlendMode_None:
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data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
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data->glDisable(GL_BLEND);
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break;
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case SDL_TextureBlendMode_Mask:
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case SDL_TextureBlendMode_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_TextureBlendMode_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_TextureBlendMode_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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switch (scaleMode) {
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case SDL_TextureScaleMode_None:
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case SDL_TextureScaleMode_Fast:
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glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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break;
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case SDL_TextureScaleMode_Slow:
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case SDL_TextureScaleMode_Best:
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glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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break;
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if (scaleMode != data->scaleMode) {
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switch (scaleMode) {
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case SDL_TextureScaleMode_None:
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case SDL_TextureScaleMode_Fast:
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data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
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GL_NEAREST);
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data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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break;
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case SDL_TextureScaleMode_Slow:
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case SDL_TextureScaleMode_Best:
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data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
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GL_LINEAR);
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data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
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GL_LINEAR);
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break;
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}
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data->scaleMode = scaleMode;
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}
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glBegin(GL_TRIANGLE_STRIP);
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glTexCoord2f(minu, minv);
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glVertex2i(minx, miny);
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glTexCoord2f(maxu, minv);
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glVertex2i(maxx, miny);
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glTexCoord2f(minu, maxv);
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glVertex2i(minx, maxy);
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glTexCoord2f(maxu, maxv);
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glVertex2i(maxx, maxy);
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glEnd();
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data->glBegin(GL_TRIANGLE_STRIP);
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data->glTexCoord2f(minu, minv);
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data->glVertex2i(minx, miny);
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data->glTexCoord2f(maxu, minv);
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data->glVertex2i(maxx, miny);
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data->glTexCoord2f(minu, maxv);
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data->glVertex2i(minx, maxy);
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data->glTexCoord2f(maxu, maxv);
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data->glVertex2i(maxx, maxy);
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data->glEnd();
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return 0;
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}
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@ -619,13 +675,14 @@ GL_RenderPresent(SDL_Renderer * renderer)
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static void
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GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
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{
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GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
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GL_TextureData *data = (GL_TextureData *) texture->driverdata;
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if (!data) {
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return;
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}
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if (data->texture) {
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glDeleteTextures(1, &data->texture);
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renderdata->glDeleteTextures(1, &data->texture);
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}
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if (data->pixels) {
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SDL_free(data->pixels);
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