Mercurial > sdl-ios-xcode
view src/video/SDL_renderer_gl.c @ 3796:b19680c84cdf SDL-ryan-multiple-audio-device
Bunch of 1.3 audio cleanups to remove FIXMEs, get driver specific crap out of
the core and into the drivers where it belongs, and push generic
responsibilities out of the drivers and into the core where they belong.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Wed, 04 Oct 2006 19:54:23 +0000 |
parents | f4c65e3bfaed |
children | 926294b2bb4e |
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_RENDER_OGL #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 const float inv255f = 1.0f / 255.0f; static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags); static int GL_ActivateRenderer(SDL_Renderer * renderer); static int GL_DisplayModeChanged(SDL_Renderer * renderer); 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_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture); static int GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture); static int GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture); static int GL_SetTextureScaleMode(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, 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, Uint8 r, Uint8 g, Uint8 b, Uint8 a, const SDL_Rect * rect); static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); 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_SINGLEBUFFER | SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED), (SDL_TEXTUREMODULATE_NONE | SDL_TEXTUREMODULATE_COLOR | SDL_TEXTUREMODULATE_ALPHA), (SDL_TEXTUREBLENDMODE_NONE | SDL_TEXTUREBLENDMODE_MASK | SDL_TEXTUREBLENDMODE_BLEND | SDL_TEXTUREBLENDMODE_ADD | SDL_TEXTUREBLENDMODE_MOD), (SDL_TEXTURESCALEMODE_NONE | SDL_TEXTURESCALEMODE_FAST | SDL_TEXTURESCALEMODE_SLOW), 16, { 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_ABGR8888, SDL_PIXELFORMAT_ARGB2101010}, 0, 0} }; typedef struct { SDL_GLContext context; SDL_bool updateSize; SDL_bool GL_EXT_paletted_texture_supported; SDL_bool GL_ARB_texture_rectangle_supported; int blendMode; int scaleMode; /* OpenGL functions */ #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; #include "SDL_glfuncs.h" #undef SDL_PROC PFNGLCOLORTABLEEXTPROC glColorTableEXT; } GL_RenderData; typedef struct { GLuint texture; GLenum type; GLfloat texw; GLfloat texh; GLenum format; GLenum formattype; Uint8 *palette; void *pixels; int pitch; SDL_DirtyRectList dirty; } 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) { #if defined(__QNXNTO__) && (_NTO_VERSION < 630) #define __SDL_NOGETPROCADDR__ #elif defined(__MINT__) #define __SDL_NOGETPROCADDR__ #endif #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 "SDL_glfuncs.h" #undef SDL_PROC return 0; } 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; GLint value; int doublebuffer; /* Render directly to the window, unless we're compositing */ #ifndef __MACOSX__ if (flags & SDL_RENDERER_SINGLEBUFFER) { SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0); } #endif 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->ActivateRenderer = GL_ActivateRenderer; renderer->DisplayModeChanged = GL_DisplayModeChanged; renderer->CreateTexture = GL_CreateTexture; renderer->SetTexturePalette = GL_SetTexturePalette; renderer->GetTexturePalette = GL_GetTexturePalette; renderer->SetTextureColorMod = GL_SetTextureColorMod; renderer->SetTextureAlphaMod = GL_SetTextureAlphaMod; renderer->SetTextureBlendMode = GL_SetTextureBlendMode; renderer->SetTextureScaleMode = GL_SetTextureScaleMode; 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); if (GL_LoadFunctions(data) < 0) { GL_DestroyRenderer(renderer); return NULL; } 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; } if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) { if (!doublebuffer) { renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER; } } 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_EXT_paletted_texture")) { data->GL_EXT_paletted_texture_supported = SDL_TRUE; data->glColorTableEXT = (PFNGLCOLORTABLEEXTPROC) SDL_GL_GetProcAddress("glColorTableEXT"); } else { /* Don't advertise support for 8-bit indexed texture format */ Uint32 i, j; SDL_RendererInfo *info = &renderer->info; for (i = 0, j = 0; i < info->num_texture_formats; ++i) { if (info->texture_formats[i] != SDL_PIXELFORMAT_INDEX8) { info->texture_formats[j++] = info->texture_formats[i]; } } --info->num_texture_formats; } /* Set up parameters for rendering */ data->blendMode = -1; data->scaleMode = -1; data->glDisable(GL_DEPTH_TEST); data->glDisable(GL_CULL_FACE); 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 int GL_ActivateRenderer(SDL_Renderer * renderer) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); if (SDL_GL_MakeCurrent(window->id, data->context) < 0) { return -1; } if (data->updateSize) { data->glMatrixMode(GL_PROJECTION); data->glLoadIdentity(); data->glMatrixMode(GL_MODELVIEW); data->glLoadIdentity(); data->glViewport(0, 0, window->w, window->h); data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0, 1.0); data->updateSize = SDL_FALSE; } return 0; } static int GL_DisplayModeChanged(SDL_Renderer * renderer) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; data->updateSize = SDL_TRUE; return 0; } static __inline__ int power_of_2(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); GL_TextureData *data; GLint internalFormat; GLenum format, type; int texture_w, texture_h; GLenum result; 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: if (!renderdata->GL_EXT_paletted_texture_supported) { SDL_SetError("Unsupported texture format"); return -1; } internalFormat = GL_COLOR_INDEX8_EXT; 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_BGRA; type = GL_UNSIGNED_BYTE; 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_RGBA; type = GL_UNSIGNED_BYTE; break; case SDL_PIXELFORMAT_ARGB8888: internalFormat = GL_RGBA8; format = GL_BGRA; type = GL_UNSIGNED_BYTE; break; case SDL_PIXELFORMAT_ABGR8888: internalFormat = GL_RGBA8; format = GL_RGBA; type = GL_UNSIGNED_BYTE; 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; } if (texture->format == SDL_PIXELFORMAT_INDEX8) { data->palette = (Uint8 *) SDL_malloc(3 * 256 * sizeof(Uint8)); if (!data->palette) { SDL_OutOfMemory(); SDL_free(data); return -1; } SDL_memset(data->palette, 0xFF, 3 * 256 * sizeof(Uint8)); } 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->glBindTexture(data->type, data->texture); renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w, texture_h, 0, format, type, NULL); result = renderdata->glGetError(); if (result != GL_NO_ERROR) { GL_SetError("glTexImage2D()", 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; Uint8 *palette; if (!data->palette) { SDL_SetError("Texture doesn't have a palette"); return -1; } palette = data->palette + firstcolor * 3; while (ncolors--) { *palette++ = colors->r; *palette++ = colors->g; *palette++ = colors->b; ++colors; } renderdata->glBindTexture(data->type, data->texture); renderdata->glColorTableEXT(data->type, GL_RGB8, 256, GL_RGB, GL_UNSIGNED_BYTE, data->palette); return 0; } static int GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Color * colors, int firstcolor, int ncolors) { GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; GL_TextureData *data = (GL_TextureData *) texture->driverdata; Uint8 *palette; if (!data->palette) { SDL_SetError("Texture doesn't have a palette"); return -1; } palette = data->palette + firstcolor * 3; while (ncolors--) { colors->r = *palette++; colors->g = *palette++; colors->b = *palette++; colors->unused = SDL_ALPHA_OPAQUE; ++colors; } return 0; } static void SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture, int pitch) { if (texture->format == SDL_PIXELFORMAT_INDEX1LSB) { renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1); } else if (texture->format == SDL_PIXELFORMAT_INDEX1MSB) { renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0); } renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, pitch / SDL_BYTESPERPIXEL(texture->format)); } static int GL_SetTextureColorMod(SDL_Renderer * renderer, SDL_Texture * texture) { return 0; } static int GL_SetTextureAlphaMod(SDL_Renderer * renderer, SDL_Texture * texture) { return 0; } static int GL_SetTextureBlendMode(SDL_Renderer * renderer, SDL_Texture * texture) { switch (texture->blendMode) { case SDL_TEXTUREBLENDMODE_NONE: case SDL_TEXTUREBLENDMODE_MASK: case SDL_TEXTUREBLENDMODE_BLEND: case SDL_TEXTUREBLENDMODE_ADD: case SDL_TEXTUREBLENDMODE_MOD: return 0; default: SDL_Unsupported(); texture->blendMode = SDL_TEXTUREBLENDMODE_NONE; return -1; } } static int GL_SetTextureScaleMode(SDL_Renderer * renderer, SDL_Texture * texture) { switch (texture->scaleMode) { case SDL_TEXTURESCALEMODE_NONE: case SDL_TEXTURESCALEMODE_FAST: case SDL_TEXTURESCALEMODE_SLOW: return 0; case SDL_TEXTURESCALEMODE_BEST: SDL_Unsupported(); texture->scaleMode = SDL_TEXTURESCALEMODE_SLOW; return -1; default: SDL_Unsupported(); texture->scaleMode = SDL_TEXTURESCALEMODE_NONE; return -1; } } 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; renderdata->glGetError(); SetupTextureUpdate(renderdata, texture, pitch); renderdata->glBindTexture(data->type, data->texture); renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h, data->format, data->formattype, pixels); 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, 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, Uint8 r, Uint8 g, Uint8 b, Uint8 a, const SDL_Rect * rect) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; SDL_Window *window = SDL_GetWindowFromID(renderer->window); data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f, (GLclampf) b * inv255f, (GLclampf) a * inv255f); data->glViewport(rect->x, window->h - rect->y, rect->w, rect->h); data->glClear(GL_COLOR_BUFFER_BIT); data->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) { 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; SetupTextureUpdate(data, texture, pitch); data->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); data->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; 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); } if (texture->blendMode != data->blendMode) { switch (texture->blendMode) { case SDL_TEXTUREBLENDMODE_NONE: data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); data->glDisable(GL_BLEND); break; case SDL_TEXTUREBLENDMODE_MASK: case SDL_TEXTUREBLENDMODE_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_TEXTUREBLENDMODE_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_TEXTUREBLENDMODE_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 = texture->blendMode; } if (texture->scaleMode != data->scaleMode) { switch (texture->scaleMode) { case SDL_TEXTURESCALEMODE_NONE: case SDL_TEXTURESCALEMODE_FAST: data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST); data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST); break; case SDL_TEXTURESCALEMODE_SLOW: case SDL_TEXTURESCALEMODE_BEST: data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_LINEAR); data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_LINEAR); break; } data->scaleMode = texture->scaleMode; } data->glBegin(GL_TRIANGLE_STRIP); data->glTexCoord2f(minu, minv); data->glVertex2i(minx, miny); data->glTexCoord2f(maxu, minv); data->glVertex2i(maxx, miny); data->glTexCoord2f(minu, maxv); data->glVertex2i(minx, maxy); data->glTexCoord2f(maxu, maxv); data->glVertex2i(maxx, maxy); data->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_RenderData *renderdata = (GL_RenderData *) renderer->driverdata; GL_TextureData *data = (GL_TextureData *) texture->driverdata; if (!data) { return; } if (data->texture) { renderdata->glDeleteTextures(1, &data->texture); } if (data->palette) { SDL_free(data->palette); } if (data->pixels) { SDL_free(data->pixels); } SDL_FreeDirtyRects(&data->dirty); 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); SDL_GL_DeleteContext(data->context); } SDL_free(data); } SDL_free(renderer); } #endif /* SDL_VIDEO_RENDER_OGL */ /* vi: set ts=4 sw=4 expandtab: */