Mercurial > sdl-ios-xcode
view src/video/SDL_renderer_gl.c @ 1919:00816063b9c9
Fixed to compile while the OpenGL renderer is under construction
author | Sam Lantinga <slouken@libsdl.org> |
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date | Wed, 19 Jul 2006 08:46:57 +0000 |
parents | 092bd3a019c5 |
children | 8a162bfdc838 |
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/* 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 #if 0 #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 /* 0 */ #endif /* SDL_VIDEO_OPENGL */ /* vi: set ts=4 sw=4 expandtab: */