Mercurial > sdl-ios-xcode
view src/video/SDL_renderer_gl.c @ 1920:8a162bfdc838
Convert SDL_malloc to SDL_calloc if appropriate, slightly faster on operating systems which map the zero page for memory allocations.
OpenGL renderer in progress
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 22 Jul 2006 08:33:18 +0000 |
parents | 00816063b9c9 |
children | f3399f779a1d |
line wrap: on
line source
/* 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_video.h" #include "SDL_opengl.h" #include "SDL_sysvideo.h" #include "SDL_pixels_c.h" #include "SDL_rect_c.h" #include "SDL_yuv_sw_c.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), 18, { SDL_PixelFormat_Index1LSB, SDL_PixelFormat_Index1MSB, SDL_PixelFormat_Index8, SDL_PixelFormat_RGB332, SDL_PixelFormat_RGB444, SDL_PixelFormat_RGB555, SDL_PixelFormat_ARGB4444, SDL_PixelFormat_ARGB1555, SDL_PixelFormat_RGB565, SDL_PixelFormat_RGB24, SDL_PixelFormat_BGR24, SDL_PixelFormat_RGB888, SDL_PixelFormat_BGR888, SDL_PixelFormat_ARGB8888, SDL_PixelFormat_RGBA8888, SDL_PixelFormat_ABGR8888, SDL_PixelFormat_BGRA8888, SDL_PixelFormat_ARGB2101010}, /* FIXME: YUV texture support */ 0, 0} }; typedef struct { SDL_GLContext context; } GL_RenderData; typedef struct { GLuint texture; GLenum type; GLfloat texw; GLfloat texh; GLenum format; GLenum formattype; void *pixels; int pitch; SDL_DirtyRectList dirty; } GL_TextureData; void GL_AddRenderDriver(_THIS) { if (_this->GL_CreateContext) { SDL_AddRenderDriver(0, &GL_RenderDriver); } } SDL_Renderer * GL_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_Renderer *renderer; GL_RenderData *data; if (!(window->flags & SDL_WINDOW_OPENGL)) { SDL_SetError ("The OpenGL renderer can only be used on OpenGL windows"); 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->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; } 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; } /* FIXME: Add a function to make the rendering context current when selecting the renderer */ /* FIXME: Query maximum texture size */ /* FIXME: Check for GL_ARB_texture_rectangle and GL_EXT_texture_rectangle */ /* Set up parameters for rendering */ glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); glEnable(GL_TEXTURE_2D); glEnable(GL_TEXTURE_RECTANGLE_ARB); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); 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); return renderer; } static int GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) { GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); GL_TextureData *data; GLint internalFormat; GLenum format, type; switch (texture->format) { case SDL_PixelFormat_Index1LSB: case SDL_PixelFormat_Index1MSB: internalFormat = GL_RGB; format = GL_COLOR_INDEX; type = GL_BITMAP; break; case SDL_PixelFormat_Index8: internalFormat = GL_RGB; format = GL_COLOR_INDEX; type = GL_UNSIGNED_BYTE; break; case SDL_PixelFormat_RGB332: internalFormat = GL_R3_G3_B2; format = GL_RGB; type = GL_UNSIGNED_BYTE_3_3_2; break; case SDL_PixelFormat_RGB444: internalFormat = GL_RGB4; format = GL_RGB; type = GL_UNSIGNED_SHORT_4_4_4_4; break; case SDL_PixelFormat_RGB555: internalFormat = GL_RGB5; format = GL_RGB; type = GL_UNSIGNED_SHORT_5_5_5_1; break; case SDL_PixelFormat_ARGB4444: internalFormat = GL_RGBA4; format = GL_BGRA; type = GL_UNSIGNED_SHORT_4_4_4_4_REV; break; case SDL_PixelFormat_ARGB1555: internalFormat = GL_RGB5_A1; format = GL_BGRA; type = GL_UNSIGNED_SHORT_1_5_5_5_REV; break; case SDL_PixelFormat_RGB565: internalFormat = GL_RGB8; format = GL_RGB; type = GL_UNSIGNED_SHORT_5_6_5; break; case SDL_PixelFormat_RGB24: internalFormat = GL_RGB8; format = GL_RGB; type = GL_UNSIGNED_BYTE; break; case SDL_PixelFormat_RGB888: internalFormat = GL_RGB8; format = GL_RGB; type = GL_UNSIGNED_INT_8_8_8_8; break; case SDL_PixelFormat_BGR24: internalFormat = GL_RGB8; format = GL_BGR; type = GL_UNSIGNED_BYTE; break; case SDL_PixelFormat_BGR888: internalFormat = GL_RGB8; format = GL_BGR; type = GL_UNSIGNED_INT_8_8_8_8; break; case SDL_PixelFormat_ARGB8888: internalFormat = GL_RGBA8; format = GL_BGRA; type = GL_UNSIGNED_INT_8_8_8_8_REV; break; case SDL_PixelFormat_RGBA8888: internalFormat = GL_RGBA8; format = GL_BGRA; type = GL_UNSIGNED_INT_8_8_8_8; break; case SDL_PixelFormat_ABGR8888: internalFormat = GL_RGBA8; format = GL_RGBA; type = GL_UNSIGNED_INT_8_8_8_8_REV; break; case SDL_PixelFormat_BGRA8888: internalFormat = GL_RGBA8; format = GL_BGRA; type = GL_UNSIGNED_INT_8_8_8_8; break; case SDL_PixelFormat_ARGB2101010: internalFormat = GL_RGB10_A2; format = GL_BGRA; type = GL_UNSIGNED_INT_2_10_10_10_REV; break; default: SDL_SetError("Unsupported texture format"); return -1; } data = (GL_TextureData *) SDL_calloc(1, sizeof(*data)); if (!data) { SDL_OutOfMemory(); return -1; } texture->driverdata = data; /* FIXME: Check for GL_ARB_texture_rectangle and GL_EXT_texture_rectangle */ glGenTextures(1, &data->texture); data->type = GL_TEXTURE_RECTANGLE_ARB; data->texw = (GLfloat) texture->w; data->texh = (GLfloat) texture->h; data->format = format; data->formattype = type; glBindTexture(data->type, data->texture); glTexImage2D(data->type, 0, internalFormat, texture->w, texture->h, 0, format, type, NULL); 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; glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* FIXME, what to use for RGB 4 byte formats? */ glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / SDL_BYTESPERPIXEL(texture->format)); glBindTexture(data->type, data->texture); glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h, data->format, data->formattype, pixels); /* FIXME: check for errors */ 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; if (!data->pixels) { data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); data->pixels = SDL_malloc(texture->h * data->pitch); if (!data->pixels) { SDL_OutOfMemory(); return -1; } } if (markDirty) { SDL_AddDirtyRect(&data->dirty, rect); } *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) { } static void GL_DirtyTexture(SDL_Renderer * renderer, SDL_Texture * texture, int numrects, const SDL_Rect * rects) { GL_TextureData *data = (GL_TextureData *) texture->driverdata; int i; for (i = 0; i < numrects; ++i) { SDL_AddDirtyRect(&data->dirty, &rects[i]); } } 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; if (texturedata->dirty.count > 0) { SDL_DirtyRect *dirty; void *pixels; int bpp = SDL_BYTESPERPIXEL(texture->format); int pitch = texturedata->pitch; glPixelStorei(GL_UNPACK_ALIGNMENT, 1); /* FIXME, what to use for RGB 4 byte formats? */ glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / SDL_BYTESPERPIXEL(texture->format)); 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); glTexSubImage2D(texturedata->type, 0, rect->x, rect->y, rect->w, rect->h, texturedata->format, texturedata->formattype, pixels); } SDL_ClearDirtyRects(&texturedata->dirty); } 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; glBindTexture(texturedata->type, 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(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST); break; case SDL_TextureScaleMode_Slow: case SDL_TextureScaleMode_Best: glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(texturedata->type, 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) { glDeleteTextures(1, &data->texture); } if (data->pixels) { SDL_free(data->pixels); } SDL_FreeDirtyRects(&data->dirty); SDL_free(data); texture->driverdata = NULL; } void GL_DestroyRenderer(SDL_Renderer * renderer) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; if (data) { if (data->context) { SDL_GL_MakeCurrent(0, NULL); SDL_GL_DeleteContext(data->context); } SDL_free(data); } SDL_free(renderer); } #endif /* SDL_VIDEO_OPENGL */ /* vi: set ts=4 sw=4 expandtab: */