Mercurial > sdl-ios-xcode
view src/video/glesrenderer/SDL_renderer_gles.c @ 2378:d76ecec0c3f7 gsoc2008_iphone
iPhone SDL 1.3 demos go here. All these demos are written using pure SDL 1.3 code. No compatibility calls! Perhaps if they are any good they could be use as tests for the SDL 1.3 release.
author | Holmes Futrell <hfutrell@umail.ucsb.edu> |
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date | Fri, 18 Jul 2008 20:46:02 +0000 |
parents | b70b96e615d2 |
children | aad0c5ccf6bb |
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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_RENDER_OGL_ES #include "SDL_video.h" #include "SDL_opengles.h" #include "SDL_sysvideo.h" #include "SDL_pixels_c.h" #include "SDL_rect_c.h" #include "SDL_yuv_sw_c.h" /* OpenGL ES 1.1 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_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch); 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_ES_RenderDriver = { GL_CreateRenderer, { "opengl_es", (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), #ifdef GL_IMG_texture_format_BGRA8888 3, #else 2, #endif { #ifdef GL_IMG_texture_format_BGRA8888 SDL_PIXELFORMAT_ARGB8888, #endif SDL_PIXELFORMAT_RGB24, SDL_PIXELFORMAT_ABGR8888, }, 0, 0} }; typedef struct { SDL_GLContext context; SDL_bool updateSize; int blendMode; int scaleMode; #ifndef APIENTRY #define APIENTRY #endif SDL_bool useDrawTexture; SDL_bool GL_OES_draw_texture_supported; /* OpenGL ES functions */ #define SDL_PROC(ret,func,params) ret (APIENTRY *func) params; #include "SDL_glesfuncs.h" #undef SDL_PROC } 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; 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; default: error = "UNKNOWN"; break; } SDL_SetError("%s: %s", prefix, error); } static int GL_LoadFunctions(GL_RenderData * data) { #define SDL_PROC(ret,func,params) \ data->func = func; #include "SDL_glesfuncs.h" #undef SDL_PROC return 0; } void GL_AddRenderDriver(_THIS) { if (_this->GL_CreateContext) { SDL_AddRenderDriver(0, &GL_ES_RenderDriver); } } SDL_Renderer * GL_CreateRenderer(SDL_Window * window, Uint32 flags) { printf("gl(es) create renderer ...\n"); SDL_Renderer *renderer; GL_RenderData *data; GLint value; int doublebuffer; 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->QueryTexturePixels = GL_QueryTexturePixels; 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_ES_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; } } if (SDL_GL_ExtensionSupported("GL_OES_draw_texture")) { printf("using draw texture\n"); data->GL_OES_draw_texture_supported = SDL_TRUE; data->useDrawTexture = SDL_TRUE; } else { printf("not using draw texture\n"); data->GL_OES_draw_texture_supported = SDL_FALSE; data->useDrawTexture = SDL_FALSE; } 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; /* Set up parameters for rendering */ data->blendMode = -1; data->scaleMode = -1; data->glDisable(GL_DEPTH_TEST); data->glDisable(GL_CULL_FACE); 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 (data->context == NULL) { printf("Context is null, dude\n"); } 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->glOrthof(0.0, (GLfloat)window->w, (GLfloat)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: case SDL_PIXELFORMAT_INDEX8: case SDL_PIXELFORMAT_RGB332: case SDL_PIXELFORMAT_RGB444: case SDL_PIXELFORMAT_RGB555: case SDL_PIXELFORMAT_ARGB4444: case SDL_PIXELFORMAT_ARGB1555: case SDL_PIXELFORMAT_BGR24: case SDL_PIXELFORMAT_BGR888: /* can't convert 32 bit format to 24 */ case SDL_PIXELFORMAT_RGB888: case SDL_PIXELFORMAT_RGBA8888: case SDL_PIXELFORMAT_ARGB2101010: SDL_SetError("Unsupported format"); return -1; case SDL_PIXELFORMAT_ARGB8888: #ifdef GL_IMG_texture_format_BGRA8888 internalFormat = GL_RGBA; format = GL_RGBA; type = GL_UNSIGNED_BYTE; break; #else SDL_SetError("Unsupported format"); return -1; #endif case SDL_PIXELFORMAT_RGB24: internalFormat = GL_RGB; format = GL_RGB; type = GL_UNSIGNED_BYTE; break; case SDL_PIXELFORMAT_ABGR8888: internalFormat = GL_RGBA; format = GL_RGBA; type = GL_UNSIGNED_BYTE; break; /* These formats would be supported if SDL had the necessary pixel formats case SDL_PIXELFORMAT_BGR565: internalFormat = GL_RGB; format = GL_RGB; type = GL_UNSIGNED_SHORT_5_6_5; break; case SDL_PIXELFORMAT_ABGR5551: internalFormat = GL_RGBA; format = GL_RGBA; type = GL_UNSIGNED_SHORT_5_5_5_1; break; case SDL_PIXELFORMAT_ABGR4444: internalFormat = GL_RGBA; format = GL_RGBA; type = GL_UNSIGNED_SHORT_4_4_4_4; 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->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); 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->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST); renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST); renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); 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_QueryTexturePixels(SDL_Renderer * renderer, SDL_Texture * texture, void **pixels, int *pitch) { GL_TextureData *data = (GL_TextureData *) texture->driverdata; *pixels = data->pixels; *pitch = data->pitch; return 0; } static int GL_SetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Color * colors, int firstcolor, int ncolors) { SDL_SetError("OpenGL ES does not support paletted textures"); return -1; } static int GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture, SDL_Color * colors, int firstcolor, int ncolors) { SDL_SetError("OpenGL ES does not support paletted textures"); return -1; } static void SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture, int pitch) { GL_TextureData *data = (GL_TextureData *) texture->driverdata; renderdata->glBindTexture(data->type, data->texture); renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); } 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; SetupTextureUpdate(renderdata, texture, pitch); renderdata->glGetError(); 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 (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); /* set proper drawing color */ GLfloat oldClearColor[4]; data->glGetFloatv(GL_COLOR_CLEAR_VALUE, oldClearColor); data->glClearColor((GLclampf) r * inv255f, (GLclampf) g * inv255f, (GLclampf) b * inv255f, (GLclampf) a * inv255f); data->glScissor(rect->x, window->h - rect->y - rect->h, rect->w, rect->h); data->glEnable(GL_SCISSOR_TEST); data->glClear(GL_COLOR_BUFFER_BIT); data->glDisable(GL_SCISSOR_TEST); /* reset clear color */ data->glClearColor(oldClearColor[0], oldClearColor[1], oldClearColor[2], oldClearColor[2]); 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; int i; void *temp_buffer; /* used for reformatting dirty rect pixels */ void *temp_ptr; if (texturedata->dirty.list) { 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); /* There is no GL_UNPACK_ROW_LENGTH in OpenGLES we must do this reformatting ourselves(!) maybe it'd be a good idea to keep a temp buffer around for this purpose rather than allocating it each time */ temp_buffer = SDL_malloc(rect->w * rect->h * bpp); temp_ptr = temp_buffer; for (i=0; i<rect->h; i++) { SDL_memcpy(temp_ptr, pixels, rect->w * bpp); temp_ptr += rect->w * bpp; pixels += pitch; } data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y, rect->w, rect->h, texturedata->format, texturedata->formattype, temp_buffer); SDL_free(temp_buffer); } SDL_ClearDirtyRects(&texturedata->dirty); } data->glBindTexture(texturedata->type, texturedata->texture); data->glEnable(GL_TEXTURE_2D); 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; //} if (data->GL_OES_draw_texture_supported && data->useDrawTexture) { /* this code is a little funny because the viewport is upside down vs SDL's coordinate system */ SDL_Window *window = SDL_GetWindowFromID(renderer->window); GLint cropRect[4]; cropRect[0] = srcrect->x; cropRect[1] = srcrect->y + srcrect->h; cropRect[2] = srcrect->w; cropRect[3] = -srcrect->h; data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect); data->glDrawTexiOES(dstrect->x, window->h - dstrect->y - dstrect->h, 0, dstrect->w, dstrect->h); } else { 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; GLshort vertices[8]; GLfloat texCoords[8]; vertices[0] = minx; vertices[1] = miny; vertices[2] = maxx; vertices[3] = miny; vertices[4] = minx; vertices[5] = maxy; vertices[6] = maxx; vertices[7] = maxy; texCoords[0] = minu; texCoords[1] = minv; texCoords[2] = maxu; texCoords[3] = minv; texCoords[4] = minu; texCoords[5] = maxv; texCoords[6] = maxu; texCoords[7] = maxv; data->glVertexPointer(2, GL_SHORT, 0, vertices); data->glEnableClientState(GL_VERTEX_ARRAY); data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords); data->glEnableClientState(GL_TEXTURE_COORD_ARRAY); data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } 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) { glDeleteTextures(1, &data->texture); } 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); *//* 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: */