Mercurial > sdl-ios-xcode
diff src/render/opengl/SDL_render_gl.c @ 5198:bb45ecd958d8
Renamed files for consistency
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 05 Feb 2011 12:01:11 -0800 |
parents | src/render/opengl/SDL_renderer_gl.c@d976b67150c5 |
children | 25ffd4e5255c |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/src/render/opengl/SDL_render_gl.c Sat Feb 05 12:01:11 2011 -0800 @@ -0,0 +1,826 @@ +/* + SDL - Simple DirectMedia Layer + Copyright (C) 1997-2010 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 + +#include "SDL_opengl.h" +#include "../SDL_sysrender.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/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.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_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_PRESENTVSYNC | SDL_RENDERER_ACCELERATED), + 1, + {SDL_PIXELFORMAT_ARGB8888}, + 0, + 0} +}; + +typedef struct +{ + SDL_GLContext context; + SDL_bool updateSize; + SDL_bool GL_ARB_texture_rectangle_supported; + int blendMode; + + /* OpenGL functions */ +#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; +#include "../../video/SDL_glfuncs.h" +#undef SDL_PROC + + void (*glTextureRangeAPPLE) (GLenum target, GLsizei length, + const GLvoid * pointer); +} GL_RenderData; + +typedef struct +{ + GLuint texture; + GLenum type; + GLfloat texw; + GLfloat texh; + GLenum format; + GLenum formattype; + void *pixels; + int pitch; +} 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 "../../video/SDL_glfuncs.h" +#undef SDL_PROC + return 0; +} + +SDL_Renderer * +GL_CreateRenderer(SDL_Window * window, Uint32 flags) +{ + SDL_Renderer *renderer; + GL_RenderData *data; + 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->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->driverdata = data; + + renderer->info.flags = SDL_RENDERER_ACCELERATED; + + if (GL_LoadFunctions(data) < 0) { + GL_DestroyRenderer(renderer); + return NULL; + } + + 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; + } +#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; + } + if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) { + data->glTextureRangeAPPLE = + (void (*)(GLenum, GLsizei, const GLvoid *)) + SDL_GL_GetProcAddress("glTextureRangeAPPLE"); + } + + /* Set up parameters for rendering */ + data->blendMode = -1; + 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);*/ + if (data->GL_ARB_texture_rectangle_supported) { + data->glEnable(GL_TEXTURE_RECTANGLE_ARB); + } else { + data->glEnable(GL_TEXTURE_2D); + } + data->updateSize = SDL_TRUE; + + return renderer; +} + +static SDL_GLContext SDL_CurrentContext = NULL; + +static int +GL_ActivateRenderer(SDL_Renderer * renderer) +{ + GL_RenderData *data = (GL_RenderData *) renderer->driverdata; + SDL_Window *window = renderer->window; + + if (SDL_CurrentContext != data->context) { + if (SDL_GL_MakeCurrent(window, data->context) < 0) { + return -1; + } + SDL_CurrentContext = data->context; + } + if (data->updateSize) { + int w, h; + + SDL_GetWindowSize(window, &w, &h); + data->glMatrixMode(GL_PROJECTION); + data->glLoadIdentity(); + data->glMatrixMode(GL_MODELVIEW); + data->glLoadIdentity(); + data->glViewport(0, 0, w, h); + data->glOrtho(0.0, (GLdouble) w, (GLdouble) h, 0.0, 0.0, 1.0); + data->updateSize = SDL_FALSE; + } + return 0; +} + +static void +GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) +{ + GL_RenderData *data = (GL_RenderData *) renderer->driverdata; + + if (event->event == SDL_WINDOWEVENT_RESIZED) { + /* Rebind the context to the window area and update matrices */ + SDL_CurrentContext = NULL; + data->updateSize = SDL_TRUE; + } +} + +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_RGB888: + case SDL_PIXELFORMAT_ARGB8888: + *internalFormat = GL_RGBA8; + *format = GL_BGRA; + *type = GL_UNSIGNED_INT_8_8_8_8_REV; + 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) { + data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); + data->pixels = SDL_malloc(texture->h * data->pitch); + 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; + renderdata->glEnable(data->type); + renderdata->glBindTexture(data->type, data->texture); + renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, + GL_LINEAR); + renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, + GL_LINEAR); + 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) { + renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE); + renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w, + texture_h, 0, format, type, data->pixels); + } + 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; + } + return 0; +} + +static void +SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture, + int pitch) +{ + renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, + (pitch / SDL_BYTESPERPIXEL(texture->format))); +} + +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(); + SetupTextureUpdate(renderdata, texture, pitch); + renderdata->glEnable(data->type); + renderdata->glBindTexture(data->type, data->texture); + renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, + rect->h, 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; + + *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_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; + GL_TextureData *data = (GL_TextureData *) texture->driverdata; + + GL_ActivateRenderer(renderer); + + SetupTextureUpdate(renderdata, texture, data->pitch); + renderdata->glEnable(data->type); + renderdata->glBindTexture(data->type, data->texture); + renderdata->glTexSubImage2D(data->type, 0, 0, 0, texture->w, texture->h, + data->format, data->formattype, data->pixels); + renderdata->glDisable(data->type); +} + +static void +GL_SetBlendMode(GL_RenderData * data, int blendMode) +{ + if (blendMode != data->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; + 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->blendMode = blendMode; + } +} + +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_ActivateRenderer(renderer); + + GL_SetBlendMode(data, renderer->blendMode); + + data->glColor4f((GLfloat) renderer->r * inv255f, + (GLfloat) renderer->g * inv255f, + (GLfloat) renderer->b * inv255f, + (GLfloat) renderer->a * inv255f); + + 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_ActivateRenderer(renderer); + + GL_SetBlendMode(data, renderer->blendMode); + + data->glColor4f((GLfloat) renderer->r * inv255f, + (GLfloat) renderer->g * inv255f, + (GLfloat) renderer->b * inv255f, + (GLfloat) renderer->a * inv255f); + + 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__) +#else + int x1, y1, x2, y2; +#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_ActivateRenderer(renderer); + + GL_SetBlendMode(data, renderer->blendMode); + + data->glColor4f((GLfloat) renderer->r * inv255f, + (GLfloat) renderer->g * inv255f, + (GLfloat) renderer->b * inv255f, + (GLfloat) renderer->a * inv255f); + + 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); + + 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->glEnable(texturedata->type); + data->glBindTexture(texturedata->type, texturedata->texture); + + if (texture->modMode) { + data->glColor4f((GLfloat) texture->r * inv255f, + (GLfloat) texture->g * inv255f, + (GLfloat) texture->b * inv255f, + (GLfloat) texture->a * inv255f); + } else { + data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f); + } + + GL_SetBlendMode(data, texture->blendMode); + + 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->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 */ + +/* vi: set ts=4 sw=4 expandtab: */