diff src/video/SDL_renderer_gl.c @ 1918:092bd3a019c5

Starting on the OpenGL renderer...
author Sam Lantinga <slouken@libsdl.org>
date Wed, 19 Jul 2006 07:18:45 +0000
parents
children 00816063b9c9
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/src/video/SDL_renderer_gl.c	Wed Jul 19 07:18:45 2006 +0000
@@ -0,0 +1,544 @@
+/*
+    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_win32video.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_Best),
+     12,
+     {
+      SDL_PixelFormat_Index8,
+      SDL_PixelFormat_RGB332,
+      SDL_PixelFormat_RGB444,
+      SDL_PixelFormat_RGB555,
+      SDL_PixelFormat_ARGB4444,
+      SDL_PixelFormat_ARGB1555,
+      SDL_PixelFormat_RGB565,
+      SDL_PixelFormat_RGB888,
+      SDL_PixelFormat_ARGB8888,
+      SDL_PixelFormat_ARGB2101010,
+      SDL_PixelFormat_UYVY,
+      SDL_PixelFormat_YUY2},
+     0,
+     0}
+};
+
+typedef struct
+{
+    SDL_GLContext context;
+    SDL_bool beginScene;
+} GL_RenderData;
+
+typedef struct
+{
+    GLuint texture;
+    GLfloat texw;
+    GLfloat texh;
+    void *pixels;
+    int pitch;
+} GL_TextureData;
+
+static GLFORMAT
+PixelFormatToOpenGL(Uint32 format,)
+{
+    switch (format) {
+    case SDL_PixelFormat_Index8:
+        return GLFMT_P8;
+    case SDL_PixelFormat_RGB332:
+        return GLFMT_R3G3B2;
+    case SDL_PixelFormat_RGB444:
+        return GLFMT_X4R4G4B4;
+    case SDL_PixelFormat_RGB555:
+        return GLFMT_X1R5G5B5;
+    case SDL_PixelFormat_ARGB4444:
+        return GLFMT_A4R4G4B4;
+    case SDL_PixelFormat_ARGB1555:
+        return GLFMT_A1R5G5B5;
+    case SDL_PixelFormat_RGB565:
+        return GLFMT_R5G6B5;
+    case SDL_PixelFormat_RGB888:
+        return GLFMT_X8R8G8B8;
+    case SDL_PixelFormat_ARGB8888:
+        return GLFMT_A8R8G8B8;
+    case SDL_PixelFormat_ARGB2101010:
+        return GLFMT_A2R10G10B10;
+    case SDL_PixelFormat_UYVY:
+        return GLFMT_UYVY;
+    case SDL_PixelFormat_YUY2:
+        return GLFMT_YUY2;
+    default:
+        return GLFMT_UNKNOWN;
+    }
+}
+
+void
+GL_AddRenderDriver(_THIS)
+{
+    SDL_VideoData *data = (SDL_VideoData *) _this->driverdata;
+
+    if (data->d3d) {
+        SDL_AddRenderDriver(0, &GL_RenderDriver);
+    }
+}
+
+SDL_Renderer *
+GL_CreateRenderer(SDL_Window * window, Uint32 flags)
+{
+    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
+    SDL_VideoData *videodata = (SDL_VideoData *) display->device->driverdata;
+    SDL_WindowData *windowdata = (SDL_WindowData *) window->driverdata;
+    SDL_Renderer *renderer;
+    GL_RenderData *data;
+    HRESULT result;
+    GLPRESENT_PARAMETERS pparams;
+    IDirect3DSwapChain9 *chain;
+
+    if (!(window->flags & SDL_WINDOW_OPENGL)) {
+        SDL_SetError
+            ("The OpenGL renderer can only be used on OpenGL windows");
+        return NULL;
+    }
+
+    renderer = (SDL_Renderer *) SDL_malloc(sizeof(*renderer));
+    if (!renderer) {
+        SDL_OutOfMemory();
+        return NULL;
+    }
+    SDL_zerop(renderer);
+
+    data = (GL_RenderData *) SDL_malloc(sizeof(*data));
+    if (!data) {
+        GL_DestroyRenderer(renderer);
+        SDL_OutOfMemory();
+        return NULL;
+    }
+    SDL_zerop(data);
+
+    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;
+    }
+    data->beginScene = SDL_TRUE;
+
+    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;
+    }
+
+    /* Set up parameters for rendering */
+    glDisable(GL_DEPTH_TEST);
+    glDisable(GL_CULL_FACE);
+    glEnable(GL_TEXTURE_2D);
+    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);
+    glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+
+    return renderer;
+}
+
+/* Quick utility function for texture creation */
+static int
+power_of_two(int input)
+{
+    int value = 1;
+
+    while (value < input) {
+        value <<= 1;
+    }
+    return value;
+}
+
+static int
+GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
+    SDL_Window *window = SDL_GetWindowFromID(renderer->window);
+    SDL_VideoDisplay *display = SDL_GetDisplayFromWindow(window);
+    GL_TextureData *data;
+    GLPOOL pool;
+    HRESULT result;
+
+    data = (GL_TextureData *) SDL_malloc(sizeof(*data));
+    if (!data) {
+        SDL_OutOfMemory();
+        return -1;
+    }
+    SDL_zerop(data);
+
+    texture->driverdata = data;
+
+    if (texture->access == SDL_TextureAccess_Local) {
+        pool = GLPOOL_MANAGED;
+    } else {
+        pool = GLPOOL_DEFAULT;
+    }
+    result =
+        IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
+                                       texture->h, 1, 0,
+                                       PixelFormatToGLFMT(texture->format),
+                                       pool, &data->texture, NULL);
+    if (FAILED(result)) {
+        SDL_free(data);
+        GL_SetError("CreateTexture()", result);
+        return -1;
+    }
+
+    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;
+    GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
+    IDirect3DTexture9 *temp;
+    RECT d3drect;
+    GLLOCKED_RECT locked;
+    const Uint8 *src;
+    Uint8 *dst;
+    int row, length;
+    HRESULT result;
+
+    result =
+        IDirect3DDevice9_CreateTexture(renderdata->device, texture->w,
+                                       texture->h, 1, 0,
+                                       PixelFormatToGLFMT(texture->format),
+                                       GLPOOL_SYSTEMMEM, &temp, NULL);
+    if (FAILED(result)) {
+        GL_SetError("CreateTexture()", result);
+        return -1;
+    }
+
+    d3drect.left = rect->x;
+    d3drect.right = rect->x + rect->w;
+    d3drect.top = rect->y;
+    d3drect.bottom = rect->y + rect->h;
+
+    result = IDirect3DTexture9_LockRect(temp, 0, &locked, &d3drect, 0);
+    if (FAILED(result)) {
+        IDirect3DTexture9_Release(temp);
+        GL_SetError("LockRect()", result);
+        return -1;
+    }
+
+    src = pixels;
+    dst = locked.pBits;
+    length = rect->w * SDL_BYTESPERPIXEL(texture->format);
+    for (row = 0; row < rect->h; ++row) {
+        SDL_memcpy(dst, src, length);
+        src += pitch;
+        dst += locked.Pitch;
+    }
+    IDirect3DTexture9_UnlockRect(temp, 0);
+
+    result =
+        IDirect3DDevice9_UpdateTexture(renderdata->device,
+                                       (IDirect3DBaseTexture9 *) temp,
+                                       (IDirect3DBaseTexture9 *) data->
+                                       texture);
+    IDirect3DTexture9_Release(temp);
+    if (FAILED(result)) {
+        GL_SetError("UpdateTexture()", result);
+        return -1;
+    }
+    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;
+    RECT d3drect;
+    GLLOCKED_RECT locked;
+    HRESULT result;
+
+    if (texture->access != SDL_TextureAccess_Local) {
+        SDL_SetError("Can't lock remote video memory");
+        return -1;
+    }
+
+    d3drect.left = rect->x;
+    d3drect.right = rect->x + rect->w;
+    d3drect.top = rect->y;
+    d3drect.bottom = rect->y + rect->h;
+
+    result =
+        IDirect3DTexture9_LockRect(data->texture, 0, &locked, &d3drect,
+                                   markDirty ? 0 : GLLOCK_NO_DIRTY_UPDATE);
+    if (FAILED(result)) {
+        GL_SetError("LockRect()", result);
+        return -1;
+    }
+    *pixels = locked.pBits;
+    *pitch = locked.Pitch;
+    return 0;
+}
+
+static void
+GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+
+    IDirect3DTexture9_UnlockRect(data->texture, 0);
+}
+
+static void
+GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects,
+                const SDL_Rect * rects)
+{
+    GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+    RECT d3drect;
+    int i;
+
+    for (i = 0; i < numrects; ++i) {
+        const SDL_Rect *rect = &rects[i];
+
+        d3drect.left = rect->x;
+        d3drect.right = rect->x + rect->w;
+        d3drect.top = rect->y;
+        d3drect.bottom = rect->y + rect->h;
+
+        IDirect3DTexture9_AddDirtyRect(data->texture, &d3drect);
+    }
+}
+
+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;
+
+    minx = dstrect->x;
+    miny = dstrect->y;
+    maxx = dstrect->x + dstrect->w;
+    maxy = dstrect->y + dstrect->h;
+
+    minu = (GLfloat) srcrect->x / texture->w;
+    maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
+    minv = (GLfloat) srcrect->y / texture->h;
+    maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
+
+    glBindTexture(GL_TEXTURE_2D, 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(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
+        break;
+    case SDL_TextureScaleMode_Slow:
+    case SDL_TextureScaleMode_Best:
+        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+        glTexParameteri(GL_TEXTURE_2D, 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(miny, 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) {
+        IDirect3DTexture9_Release(data->texture);
+    }
+    SDL_free(data);
+    texture->driverdata = NULL;
+}
+
+void
+GL_DestroyRenderer(SDL_Renderer * renderer)
+{
+    GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+    if (data) {
+        if (data->device) {
+            IDirect3DDevice9_Release(data->device);
+        }
+        SDL_free(data);
+    }
+    SDL_free(renderer);
+}
+
+#endif /* SDL_VIDEO_OPENGL */
+
+/* vi: set ts=4 sw=4 expandtab: */