Mercurial > sdl-ios-xcode
view src/video/glsdl/SDL_glsdl.c @ 1902:eb2891493b66
Updated Visual C++ 2005 project
author | Sam Lantinga <slouken@libsdl.org> |
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date | Thu, 13 Jul 2006 08:15:35 +0000 |
parents | c121d94672cb |
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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" /* * glSDL "SDL-over-OpenGL" video driver implemented by * David Olofson <david@olofson.net> and * Stephane Marchesin <stephane.marchesin@wanadoo.fr> */ #include <math.h> #include "SDL.h" #include "SDL_error.h" #include "SDL_video.h" #include "SDL_mouse.h" #include "../SDL_sysvideo.h" #include "../SDL_pixels_c.h" #include "SDL_glsdl.h" #undef DEBUG_GLSDL #undef DEBUG_GLSDL_CHOP #define FAKE_MAXTEXSIZE 256 #undef GLSDL_GRAPHICAL_DEBUG /* Initialization/Query functions */ /* Hardware surface functions */ static int glSDL_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color * colors); static int glSDL_AllocHWSurface(_THIS, SDL_Surface * surface); static int glSDL_LockHWSurface(_THIS, SDL_Surface * surface); static int glSDL_FlipHWSurface(_THIS, SDL_Surface * surface); static void glSDL_UnlockHWSurface(_THIS, SDL_Surface * surface); static void glSDL_FreeHWSurface(_THIS, SDL_Surface * surface); static int glSDL_FillHWRect(_THIS, SDL_Surface * dst, SDL_Rect * rect, Uint32 color); static int glSDL_CheckHWBlit(_THIS, SDL_Surface * src, SDL_Surface * dst); static int glSDL_SetHWColorKey(_THIS, SDL_Surface * surface, Uint32 key); static int glSDL_SetHWAlpha(_THIS, SDL_Surface * surface, Uint8 alpha); static int glSDL_VideoInit(_THIS, SDL_PixelFormat * vformat); static SDL_Rect **glSDL_ListModes(_THIS, SDL_PixelFormat * format, Uint32 flags); static void glSDL_VideoQuit(_THIS); static void glSDL_UpdateRects(_THIS, int numrects, SDL_Rect * rects); static SDL_Surface *glSDL_SetVideoMode(_THIS, SDL_Surface * current, int width, int height, int bpp, Uint32 flags); #define IS_GLSDL_SURFACE(s) ((s) && glSDL_GetTexInfo(s)) #define LOGIC_W(s) ( IS_GLSDL_SURFACE(this,s) ? TEXINFO(s)->lw : (s)->w ) #define LOGIC_H(s) ( IS_GLSDL_SURFACE(this,s) ? TEXINFO(s)->lh : (s)->h ) #define GLSDL_NOTEX (~0) /* * Special version for glSDL, which ignores the fake SDL_HWSURFACE * flags, so we don't have SDL calling us back whenever we want to * do some internal blitting... */ static void glSDL_SoftBlit(SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect) { SDL_BlitInfo info; if (srcrect) if (!srcrect->w || !srcrect->h) return; /* Check to make sure the blit mapping is valid */ if ((src->map->dst != dst) || (src->map->dst->format_version != src->map->format_version)) if (SDL_MapSurface(src, dst) < 0) return; /* Set up the blit information */ if (srcrect) { info.s_pixels = (Uint8 *) src->pixels + (Uint16) srcrect->y * src->pitch + (Uint16) srcrect->x * src->format->BytesPerPixel; info.s_width = srcrect->w; info.s_height = srcrect->h; } else { info.s_pixels = (Uint8 *) src->pixels; info.s_width = src->w; info.s_height = src->h; } info.s_skip = src->pitch - info.s_width * src->format->BytesPerPixel; if (dstrect) { info.d_pixels = (Uint8 *) dst->pixels + (Uint16) dstrect->y * dst->pitch + (Uint16) dstrect->x * dst->format->BytesPerPixel; /* * NOTE: SDL_SoftBlit() uses the 'dstrect' for this! * This version is more like SDL_BlitSurface(). */ info.d_width = srcrect->w; info.d_height = srcrect->h; } else { info.d_pixels = (Uint8 *) dst->pixels; info.d_width = dst->w; info.d_height = dst->h; } info.d_skip = dst->pitch - info.d_width * dst->format->BytesPerPixel; info.aux_data = src->map->sw_data->aux_data; info.src = src->format; info.table = src->map->table; info.dst = dst->format; src->map->sw_data->blit(&info); } /* * Another special version. Doesn't lock/unlock, and doesn't mess * with flags and stuff. It just converts the surface, period. * Does not convert into palletized formats. */ static SDL_Surface * glSDL_ConvertSurface(SDL_Surface * surface, SDL_PixelFormat * format, Uint32 flags) { SDL_Surface *convert; Uint32 colorkey = 0; Uint8 alpha = 0; Uint32 surface_flags; SDL_Rect bounds; /* Create a new surface with the desired format */ convert = SDL_CreateRGBSurface(flags, surface->w, surface->h, format->BitsPerPixel, format->Rmask, format->Gmask, format->Bmask, format->Amask); if (convert == NULL) { return (NULL); } /* Save the original surface color key and alpha */ surface_flags = surface->flags; if ((surface_flags & SDL_SRCCOLORKEY) == SDL_SRCCOLORKEY) { /* Convert colourkeyed surfaces to RGBA if requested */ if ((flags & SDL_SRCCOLORKEY) != SDL_SRCCOLORKEY && format->Amask) { surface_flags &= ~SDL_SRCCOLORKEY; } else { colorkey = surface->format->colorkey; SDL_SetColorKey(surface, 0, 0); } } if ((surface_flags & SDL_SRCALPHA) == SDL_SRCALPHA) { /* Copy over the alpha channel to RGBA if requested */ if (format->Amask) { surface->flags &= ~SDL_SRCALPHA; } else { alpha = surface->format->alpha; SDL_SetAlpha(surface, 0, 0); } } /* Copy over the image data */ bounds.x = 0; bounds.y = 0; bounds.w = surface->w; bounds.h = surface->h; glSDL_SoftBlit(surface, &bounds, convert, &bounds); /* Clean up the original surface, and update converted surface */ if (convert != NULL) { SDL_SetClipRect(convert, &surface->clip_rect); } if ((surface_flags & SDL_SRCCOLORKEY) == SDL_SRCCOLORKEY) { Uint32 cflags = surface_flags & (SDL_SRCCOLORKEY | SDL_RLEACCELOK); if (convert != NULL) { Uint8 keyR, keyG, keyB; SDL_GetRGB(colorkey, surface->format, &keyR, &keyG, &keyB); SDL_SetColorKey(convert, cflags | (flags & SDL_RLEACCELOK), SDL_MapRGB(convert->format, keyR, keyG, keyB)); } SDL_SetColorKey(surface, cflags, colorkey); } if ((surface_flags & SDL_SRCALPHA) == SDL_SRCALPHA) { Uint32 aflags = surface_flags & (SDL_SRCALPHA | SDL_RLEACCELOK); if (convert != NULL) { SDL_SetAlpha(convert, aflags | (flags & SDL_RLEACCELOK), alpha); } if (format->Amask) { surface->flags |= SDL_SRCALPHA; } else { SDL_SetAlpha(surface, aflags, alpha); } } /* We're ready to go! */ return (convert); } /*---------------------------------------------------------- Some OpenGL function wrappers ----------------------------------------------------------*/ static struct { int do_blend; int do_texture; GLuint texture; GLenum sfactor, dfactor; } glstate; static void glSDL_reset(void) { glstate.do_blend = -1; glstate.do_blend = -1; glstate.texture = GLSDL_NOTEX; glstate.sfactor = 0xffffffff; glstate.dfactor = 0xffffffff; } static __inline__ void glSDL_do_blend(_THIS, int on) { if (glstate.do_blend == on) return; if (on) this->glEnable(GL_BLEND); else this->glDisable(GL_BLEND); glstate.do_blend = on; } static __inline__ void glSDL_do_texture(_THIS, int on) { if (glstate.do_texture == on) return; if (on) this->glEnable(GL_TEXTURE_2D); else this->glDisable(GL_TEXTURE_2D); glstate.do_texture = on; } static __inline__ void glSDL_blendfunc(_THIS, GLenum sfactor, GLenum dfactor) { if ((sfactor == glstate.sfactor) && (dfactor == glstate.dfactor)) return; this->glBlendFunc(sfactor, dfactor); glstate.sfactor = sfactor; glstate.dfactor = dfactor; } static __inline__ void glSDL_texture(_THIS, GLuint tx) { if (tx == glstate.texture) return; this->glBindTexture(GL_TEXTURE_2D, tx); glstate.texture = tx; } /*---------------------------------------------------------- glSDL specific data types ----------------------------------------------------------*/ typedef enum { GLSDL_TM_SINGLE, GLSDL_TM_HORIZONTAL, GLSDL_TM_VERTICAL, GLSDL_TM_HUGE } GLSDL_TileModes; typedef struct private_hwdata { /* Size of surface in logic screen pixels */ int lw, lh; int textures; GLuint *texture; int texsize; /* width/height of OpenGL texture */ GLSDL_TileModes tilemode; int tilew, tileh; /* At least one must equal texsize! */ int tilespertex; SDL_Rect virt; /* Total size of assembled surface */ /* Area of surface to upload when/after unlocking */ SDL_Rect invalid_area; int temporary; /* Throw away after one use. */ SDL_Surface *next; /* The next Surface in our linked list of hardware surfaces ; == NULL if first surface */ SDL_Surface *prev; /* The prev Surface in our linked list of hardware surfaces ; == NULL if last surface */ } private_hwdata; /* some function prototypes */ static void glSDL_Invalidate(SDL_Surface * surface, SDL_Rect * area); static void glSDL_SetLogicSize(_THIS, SDL_Surface * surface, int w, int h); static private_hwdata *glSDL_UploadSurface(_THIS, SDL_Surface * surface); static private_hwdata *glSDL_GetTexInfo(SDL_Surface * surface); static void glSDL_init_formats(_THIS); static private_hwdata *glSDL_AddTexInfo(_THIS, SDL_Surface * surface); static void glSDL_RemoveTexInfo(_THIS, SDL_Surface * surface); static void glSDL_UnloadTexture(_THIS, private_hwdata * txi); static int glSDL_BlitGL(_THIS, SDL_Surface * src, SDL_Rect * srcrect, SDL_Rect * dstrect); /* some variables */ static GLint maxtexsize = -1; static SDL_PixelFormat *RGBfmt = NULL; static SDL_PixelFormat *RGBAfmt = NULL; static void *mirrorbuf = NULL; /* the raw 888 opengl surface, hidden from the application */ SDL_Surface *OpenGL_Surface; /* pointer to the beggining of the list used for memory allocation */ SDL_Surface *first = NULL; #ifdef DEBUG_GLSDL static __inline__ int GLERET(const char *txt) { fprintf(stderr, "glSDL ERROR: '%s'\n", txt); return -1; } static __inline__ void GLERR(const char *txt) { fprintf(stderr, "glSDL ERROR: '%s'\n", txt); } #else #define GLERET(x) (-1) #define GLERR(x) #endif static SDL_VideoDevice underlying_device; static int old_screen_flags; /* * List of video drivers known to support OpenGL * The purpose of this is to make glSDL "portable" across * all video backends that support OpenGL */ static VideoBootStrap *opengl_bootstrap = #if SDL_VIDEO_DRIVER_QUARTZ &QZ_bootstrap; #elif SDL_VIDEO_DRIVER_X11 &X11_bootstrap; #elif SDL_VIDEO_DRIVER_WINDIB &WINDIB_bootstrap; #elif SDL_VIDEO_DRIVER_BWINDOW &BWINDOW_bootstrap; #elif SDL_VIDEO_DRIVER_TOOLBOX &TOOLBOX_bootstrap; #elif SDL_VIDEO_DRIVER_CYBERGRAPHICS &CGX_bootstrap; #elif SDL_VIDEO_DRIVER_PHOTON &ph_bootstrap; #elif SDL_VIDEO_DRIVER_DC &DC_bootstrap; #else NULL; #endif static int glSDL_Available(void) { #ifdef DEBUG_GLSDL fprintf(stderr, "available\n"); #endif if (opengl_bootstrap == NULL) return 0; return (opengl_bootstrap->available()); } static void glSDL_DeleteDevice(SDL_VideoDevice * device) { SDL_free(device->hidden); SDL_free(device); } /* Create a glSDL device */ static SDL_VideoDevice * glSDL_CreateDevice(int devindex) { SDL_VideoDevice *device; #ifdef DEBUG_GLSDL fprintf(stderr, "entering createdevice\n"); #endif /* Create the device with the underlying driver */ device = opengl_bootstrap->create(devindex); /* Save the video device contents for future use */ SDL_memcpy(&underlying_device, device, sizeof(SDL_VideoDevice)); /* Hook glSDL on the video device */ device->VideoInit = glSDL_VideoInit; device->ListModes = glSDL_ListModes; device->VideoQuit = glSDL_VideoQuit; device->UpdateRects = glSDL_UpdateRects; device->FillHWRect = glSDL_FillHWRect; device->SetHWColorKey = glSDL_SetHWColorKey; device->SetHWAlpha = glSDL_SetHWAlpha; device->AllocHWSurface = glSDL_AllocHWSurface; device->LockHWSurface = glSDL_LockHWSurface; device->UnlockHWSurface = glSDL_UnlockHWSurface; device->FlipHWSurface = glSDL_FlipHWSurface; device->FreeHWSurface = glSDL_FreeHWSurface; device->CheckHWBlit = glSDL_CheckHWBlit; device->SetColors = glSDL_SetColors; device->SetVideoMode = glSDL_SetVideoMode; device->info.hw_available = 1; device->info.blit_hw = 1; device->info.blit_hw_CC = 1; device->info.blit_hw_A = 1; device->info.blit_sw = 1; device->info.blit_sw_CC = 1; device->info.blit_sw_A = 1; device->info.blit_fill = 1; /* These functions are not supported by glSDL, so we NULLify them */ device->SetGamma = NULL; device->GetGamma = NULL; device->SetGammaRamp = NULL; device->GetGammaRamp = NULL; device->ToggleFullScreen = NULL; device->free = glSDL_DeleteDevice; #ifdef DEBUG_GLSDL fprintf(stderr, "leaving createdevice\n"); #endif return device; } /* Our bootstraping structure */ VideoBootStrap glSDL_bootstrap = { "glSDL", "glSDL - SDL over OpenGL", glSDL_Available, glSDL_CreateDevice }; static int glSDL_VideoInit(_THIS, SDL_PixelFormat * vformat) { int r; printf("glSDL videoinit\n"); #ifdef DEBUG_GLSDL fprintf(stderr, "videoinit\n"); #endif r = underlying_device.VideoInit(this, vformat); this->info.hw_available = 1; this->info.blit_hw = 1; this->info.blit_hw_CC = 1; this->info.blit_hw_A = 1; this->info.blit_sw = 1; this->info.blit_sw_CC = 1; this->info.blit_sw_A = 1; this->info.blit_fill = 1; return r; } SDL_Rect ** glSDL_ListModes(_THIS, SDL_PixelFormat * format, Uint32 flags) { return ((SDL_Rect **) - 1); } static void glSDL_VideoQuit(_THIS) { SDL_Surface *scr; /* free all hwdata structures */ while (first != NULL) glSDL_RemoveTexInfo(this, first); SDL_free(mirrorbuf); mirrorbuf = NULL; SDL_FreeFormat(RGBfmt); SDL_FreeFormat(RGBAfmt); RGBfmt = RGBAfmt = NULL; SDL_FreeFormat(this->displayformatalphapixel); this->displayformatalphapixel = NULL; SDL_FreeSurface(OpenGL_Surface); OpenGL_Surface = NULL; /* restore the flags to gracefully exit from fullscreen */ this->screen->flags = old_screen_flags; /* keep the screen */ scr = this->screen; /* we cleaned up our stuff, now restore the underlying video driver */ SDL_memcpy(this, &underlying_device, sizeof(SDL_VideoDevice)); this->screen = scr; /* call the underlying video driver's VideoQuit function */ this->VideoQuit(this); } static SDL_Surface * glSDL_SetVideoMode(_THIS, SDL_Surface * current, int width, int height, int bpp, Uint32 flags) { SDL_Surface *hooked_screen; int i; int flag_doublebuf = 0; if (opengl_bootstrap == NULL) { GLERR("No bootstrap for glSDL compiled in !\n"); return NULL; } /* we don't have OpenGL */ if ((flags & SDL_INTERNALOPENGL) == SDL_INTERNALOPENGL) { GLERR("OpenGL video modes are not supported by glSDL !\n"); return (NULL); } /* * Adjust the flags */ flags &= ~SDL_HWPALETTE; flags |= SDL_INTERNALOPENGL; /* remember whether the user requested DOUBLEBUF */ if (flags & SDL_DOUBLEBUF) { SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); flag_doublebuf = 1; } else { SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 0); flag_doublebuf = 0; } hooked_screen = underlying_device.SetVideoMode(this, current, width, height, 0, flags); if (!hooked_screen) { GLERR("Unable to open an OpenGL window !\n"); return (NULL); } /* save the screen flags for restore time */ old_screen_flags = hooked_screen->flags; #ifdef DEBUG_GLSDL fprintf(stderr, "got %d bpp\n", bpp); #endif /* setup the public surface format * glSDL always returns the bpp its asked */ switch (bpp) { case 32: this->is_32bit = 1; this->screen = SDL_CreateRGBSurface(flags, width, height, bpp, #if SDL_BYTEORDER == SDL_LIL_ENDIAN 0x00FF0000, 0x0000FF00, 0x000000FF, 0x00000000 #else 0x0000FF00, 0x00FF0000, 0xFF000000, 0x00000000 #endif ); break; case 24: this->is_32bit = 0; this->screen = SDL_CreateRGBSurface(flags, width, height, bpp, #if SDL_BYTEORDER == SDL_LIL_ENDIAN 0x00FF0000, 0x0000FF00, 0x000000FF, 0x00000000 #else 0x0000FF00, 0x00FF0000, 0xFF000000, 0x00000000 #endif ); break; case 16: this->is_32bit = 0; this->screen = SDL_CreateRGBSurface(flags, width, height, bpp, #if SDL_BYTEORDER == SDL_LIL_ENDIAN 0x0000F800, 0x000007E0, 0x0000001F, 0x00000000 #else 0x0000001F, 0x000007E0, 0x0000F800, 0x00000000 #endif ); break; case 15: this->is_32bit = 0; this->screen = SDL_CreateRGBSurface(flags, width, height, bpp, #if SDL_BYTEORDER == SDL_LIL_ENDIAN 0x00007C00, 0x000003E0, 0x0000001F, 0x00000000 #else 0x0000001F, 0x000003E0, 0x00007C00, 0x00000000 #endif ); break; case 8: default: this->is_32bit = 0; this->screen = SDL_CreateRGBSurface(flags, width, height, bpp, 0, 0, 0, 0); /* give it a default palette if 8 bpp * note : SDL already takes care of the palette for 4 bits & 1 bit surfaces */ /* if (bpp==8) { this->screen->format->palette->ncolors=255; SDL_DitherColors(this->screen->format->palette->colors,bpp); }*/ break; } /* also, we add SDL_HWSURFACE all the time, and let SDL create a shadow surface accordingly */ this->screen->flags = hooked_screen->flags | SDL_HWSURFACE | SDL_INTERNALOPENGL; /* add SDL_DOUBLEBUF if it was requested */ if (flag_doublebuf) this->screen->flags |= SDL_DOUBLEBUF; /* Tell SDL the alpha pixel format we'd like to have */ this->displayformatalphapixel = SDL_AllocFormat(32, #if SDL_BYTEORDER == SDL_BIG_ENDIAN 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF #else 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 #endif ); /* Now create the raw OpenGL surface */ OpenGL_Surface = SDL_CreateRGBSurface(flags, width, height, 24, #if SDL_BYTEORDER == SDL_LIL_ENDIAN 0x000000FF, 0x0000FF00, 0x00FF0000, 0x00000000 #else 0xFF000000, 0x00FF0000, 0x0000FF00, 0x00000000 #endif ); /* Here we have to setup OpenGL funcs ourselves */ #ifndef __QNXNTO__ #define SDL_PROC(ret,func,params) \ do { \ this->func = SDL_GL_GetProcAddress(#func); \ if ( ! this->func ) { \ SDL_SetError("Couldn't load GL function: %s\n", #func); \ return(NULL); \ } \ } while ( 0 ); #else #define SDL_PROC(ret,func,params) this->func=func; #endif /* __QNXNTO__ */ #include "../SDL_glfuncs.h" #undef SDL_PROC if (this->GL_MakeCurrent(this) < 0) return (NULL); #define SDL_PROC(ret,func,params) \ do { \ this->func = SDL_GL_GetProcAddress(#func); \ if ( ! this->func ) { \ SDL_SetError("Couldn't load GL function: %s\n", #func); \ return(NULL); \ } \ } while ( 0 ); #include "../SDL_glfuncs.h" #undef SDL_PROC #ifdef FAKE_MAXTEXSIZE maxtexsize = FAKE_MAXTEXSIZE; #else this->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize); #endif #ifdef DEBUG_GLSDL fprintf(stderr, "glSDL: Max texture size: %d\n", maxtexsize); #endif glSDL_init_formats(this); if (flag_doublebuf) this->glDrawBuffer(GL_BACK); else this->glDrawBuffer(GL_FRONT); this->glDisable(GL_DITHER); if (glSDL_AddTexInfo(this, this->screen) < 0) { GLERR("HookDevice() failed to add info to screen surface!"); return NULL; } glSDL_SetLogicSize(this, this->screen, this->screen->w, this->screen->h); glSDL_do_texture(this, 0); glSDL_do_blend(this, 0); for (i = 0; i < 1 + flag_doublebuf; ++i) { this->glBegin(GL_TRIANGLE_FAN); this->glColor3ub(0, 0, 0); this->glVertex2i(0, 0); this->glVertex2i(this->screen->w, 0); this->glVertex2i(this->screen->w, this->screen->h); this->glVertex2i(0, this->screen->h); this->glEnd(); if (!i) this->GL_SwapBuffers(this); } mirrorbuf = SDL_malloc(this->screen->h * this->screen->pitch); if (!mirrorbuf) { GLERR("HookDevice() failed to allocate temp buffer for mirroring!"); return NULL; } return this->screen; } static int glSDL_SetColors(_THIS, int firstcolor, int ncolors, SDL_Color * colors) { /* We don't need to fill this one */ return 0; } #ifdef DEBUG_GLSDL static void glSDL_print_glerror(_THIS, int point) { const char *err = "<unknown>"; switch (this->glGetError()) { case GL_NO_ERROR: return; case GL_INVALID_ENUM: err = "GL_INVALID_ENUM"; break; case GL_INVALID_VALUE: err = "GL_INVALID_VALUE"; break; case GL_INVALID_OPERATION: err = "GL_INVALID_OPERATION"; break; case GL_STACK_OVERFLOW: err = "GL_STACK_OVERFLOW"; break; case GL_STACK_UNDERFLOW: err = "GL_STACK_UNDERFLOW"; break; case GL_OUT_OF_MEMORY: err = "GL_OUT_OF_MEMORY"; default: break; } fprintf(stderr, "OpenGL error \"%s\" at point %d.\n", err, point); } #endif /* Get texinfo for a surface. */ static __inline__ private_hwdata * glSDL_GetTexInfo(SDL_Surface * surface) { if (!surface) return NULL; return surface->hwdata; } /* Allocate a "blank" texinfo for a suface. */ static private_hwdata * glSDL_AllocTexInfo(SDL_Surface * surface) { private_hwdata *txi; if (!surface) return NULL; txi = glSDL_GetTexInfo(surface); if (txi) return txi; /* There already is one! --> */ /* ...and hook a new texinfo struct up to it. */ txi = (private_hwdata *) SDL_calloc(1, sizeof(private_hwdata)); if (!txi) { GLERR("AllocTexInfo(): Failed allocating TexInfo struct!"); return NULL; } txi->temporary = 1; #ifdef DEBUG_GLSDL fprintf(stderr, "glSDL: Allocated TexInfo %p.\n", txi); #endif return txi; } static void glSDL_FreeTexInfo(_THIS, private_hwdata * txi) { if (!txi) return; glSDL_UnloadTexture(this, txi); SDL_free(txi->texture); SDL_free(txi); #ifdef DEBUG_GLSDL fprintf(stderr, "glSDL: Freed TexInfo %p.\n", txi); #endif } /* Detach and free the texinfo of a surface. */ static void glSDL_RemoveTexInfo(_THIS, SDL_Surface * surface) { SDL_Surface *next, *prev; if (!glSDL_GetTexInfo(surface)) return; /* maintain our doubly linked list */ next = surface->hwdata->next; prev = surface->hwdata->prev; if (prev != NULL) { prev->hwdata->next = next; } else { first = next; } if (next != NULL) { next->hwdata->prev = prev; } glSDL_FreeTexInfo(this, surface->hwdata); surface->hwdata = NULL; } /* * Calculate chopping/tiling of a surface to * fit it into the smallest possible OpenGL * texture. */ static int glSDL_CalcChop(private_hwdata * txi) { int rows, vw, vh; int vertical = 0; int texsize; int lastw, lasth, minsize; vw = txi->virt.w; vh = txi->virt.h; #ifdef DEBUG_GLSDL_CHOP fprintf(stderr, "w=%d, h=%d ", vw, vh); #endif if (vh > vw) { int t = vw; vw = vh; vh = t; vertical = 1; #ifdef DEBUG_GLSDL_CHOP fprintf(stderr, "(vertical) \t"); #endif } /* * Check whether this is a "huge" surface - at least one dimension * must be <= than the maximum texture size, or we'll have to chop * in both directions. */ #ifdef DEBUG_GLSDL if (maxtexsize < 0) return GLERET("glSDL_CalcChop() called before OpenGL init!"); #endif if (vh > maxtexsize) { /* * Very simple hack for now; we just tile * both ways with maximum size textures. */ texsize = maxtexsize; txi->tilemode = GLSDL_TM_HUGE; txi->texsize = texsize; txi->tilew = texsize; txi->tileh = texsize; txi->tilespertex = 1; /* Calculate number of textures needed */ txi->textures = (vw + texsize - 1) / texsize; txi->textures *= (vh + texsize - 1) / texsize; txi->texture = SDL_malloc(txi->textures * sizeof(int)); SDL_memset(txi->texture, -1, txi->textures * sizeof(int)); #ifdef DEBUG_GLSDL fprintf(stderr, "two-way tiling; textures=%d\n", txi->textures); #endif if (!txi->texture) { fprintf(stderr, "glSDL: INTERNAL ERROR: Failed to allocate" " texture name table!\n"); return -3; } return 0; } /* Calculate minimum size */ rows = 1; lastw = vw; lasth = vh; minsize = lastw > lasth ? lastw : lasth; while (1) { int w, h, size; ++rows; w = vw / rows; h = rows * vh; size = w > h ? w : h; if (size >= minsize) { --rows; break; } lastw = w; lasth = h; minsize = size; } if (minsize > maxtexsize) { /* Handle multiple textures for very wide/tall surfaces. */ minsize = maxtexsize; rows = (vw + minsize - 1) / minsize; } #ifdef DEBUG_GLSDL_CHOP fprintf(stderr, "==> minsize=%d ", minsize); fprintf(stderr, "(rows=%d) \t", rows); #endif /* Recalculate with nearest higher power-of-2 width. */ for (texsize = 1; texsize < minsize; texsize <<= 1); txi->texsize = texsize; rows = (vw + texsize - 1) / texsize; #ifdef DEBUG_GLSDL_CHOP fprintf(stderr, "==> texsize=%d (rows=%d) \t", texsize, rows); #endif /* Calculate number of tiles per texture */ txi->tilespertex = txi->texsize / vh; #ifdef DEBUG_GLSDL_CHOP fprintf(stderr, "tilespertex=%d \t", txi->tilespertex); #endif /* Calculate number of textures needed */ txi->textures = (rows + txi->tilespertex - 1) / txi->tilespertex; txi->texture = (GLuint *) SDL_malloc(txi->textures * sizeof(GLuint)); SDL_memset(txi->texture, GLSDL_NOTEX, txi->textures * sizeof(GLuint)); #ifdef DEBUG_GLSDL_CHOP fprintf(stderr, "textures=%d, ", txi->textures); #endif if (!txi->texture) return GLERET("Failed to allocate texture name table!"); /* Set up tile size. (Only one axis supported here!) */ if (1 == rows) { txi->tilemode = GLSDL_TM_SINGLE; if (vertical) { txi->tilew = vh; txi->tileh = vw; } else { txi->tilew = vw; txi->tileh = vh; } } else if (vertical) { txi->tilemode = GLSDL_TM_VERTICAL; txi->tilew = vh; txi->tileh = texsize; } else { txi->tilemode = GLSDL_TM_HORIZONTAL; txi->tilew = texsize; txi->tileh = vh; } #ifdef DEBUG_GLSDL_CHOP fprintf(stderr, "tilew=%d, tileh=%d\n", txi->tilew, txi->tileh); #endif return 0; } /* Create a temporary TexInfo struct for an SDL_Surface */ static private_hwdata * glSDL_CreateTempTexInfo(_THIS, SDL_Surface * surface) { private_hwdata *txi; if (!surface) { GLERR("CreateTempTexInfo(); no surface!"); return NULL; } if (IS_GLSDL_SURFACE(surface)) return glSDL_GetTexInfo(surface); /* Do nothing */ txi = glSDL_AllocTexInfo(surface); if (!txi) { GLERR("CreateTempTexInfo(); Could not alloc TexInfo!"); return NULL; } txi->virt.w = txi->lw = surface->w; txi->virt.h = txi->lh = surface->h; if (glSDL_CalcChop(txi) < 0) { glSDL_FreeTexInfo(this, txi); GLERR("CreateTempTexInfo(); CalcChop() failed!"); return NULL; } return txi; } /* Add a glSDL_TexInfo struct to an SDL_Surface */ static private_hwdata * glSDL_AddTexInfo(_THIS, SDL_Surface * surface) { private_hwdata *txi = glSDL_CreateTempTexInfo(this, surface); if (!txi) return NULL; /* Connect the surface to the new TexInfo. */ txi->temporary = 0; surface->hwdata = txi; /* add this new surface in front of the list of hw surfaces */ txi->next = first; txi->prev = NULL; first = surface; if (txi->next != NULL) { txi->next->hwdata->prev = surface; } SDL_SetClipRect(surface, &txi->virt); return txi; } /* Create a surface of the prefered OpenGL RGB texture format */ /*static SDL_Surface *glSDL_CreateRGBSurface(int w, int h) { SDL_Surface *s; Uint32 rmask, gmask, bmask; int bits = 24; #if SDL_BYTEORDER == SDL_LIL_ENDIAN rmask = 0x000000FF; gmask = 0x0000FF00; bmask = 0x00FF0000; #else rmask = 0x00FF0000; gmask = 0x0000FF00; bmask = 0x000000FF; #endif s = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bits, rmask, gmask, bmask, 0); if(s) s->flags |= SDL_HWACCEL; return s; } */ /* Create a surface of the prefered OpenGL RGBA texture format */ static SDL_Surface * glSDL_CreateRGBASurface(int w, int h) { SDL_Surface *s; Uint32 rmask, gmask, bmask, amask; int bits = 32; #if SDL_BYTEORDER == SDL_LIL_ENDIAN rmask = 0x000000FF; gmask = 0x0000FF00; bmask = 0x00FF0000; amask = 0xFF000000; #else rmask = 0xFF000000; gmask = 0x00FF0000; bmask = 0x0000FF00; amask = 0x000000FF; #endif s = SDL_CreateRGBSurface(SDL_SWSURFACE, w, h, bits, rmask, gmask, bmask, amask); if (s) s->flags |= SDL_HWACCEL; return s; } static void glSDL_init_formats(_THIS) { RGBfmt = SDL_AllocFormat(24, #if SDL_BYTEORDER == SDL_LIL_ENDIAN 0x000000FF, 0x0000FF00, 0x00FF0000, 0); #else 0x00FF0000, 0x0000FF00, 0x000000FF, 0); #endif RGBAfmt = SDL_AllocFormat(32, #if SDL_BYTEORDER == SDL_LIL_ENDIAN 0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000); #else 0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF); #endif } static int glSDL_FormatIsOk(SDL_Surface * surface) { SDL_PixelFormat *pf; if (!surface) return 1; /* Well, there ain't much we can do anyway... */ pf = surface->format; /* Colorkeying requires an alpha channel! */ if (surface->flags & SDL_SRCCOLORKEY) if (!pf->Amask) return 0; /* We need pitch == (width * BytesPerPixel) for glTex[Sub]Image2D() */ if (surface->pitch != (surface->w * pf->BytesPerPixel)) return 0; if (pf->Amask) { if (pf->BytesPerPixel != RGBAfmt->BytesPerPixel) return 0; if (pf->Rmask != RGBAfmt->Rmask) return 0; if (pf->Gmask != RGBAfmt->Gmask) return 0; if (pf->Bmask != RGBAfmt->Bmask) return 0; if (pf->Amask != RGBAfmt->Amask) return 0; } else { if (pf->BytesPerPixel != RGBfmt->BytesPerPixel) return 0; if (pf->Rmask != RGBfmt->Rmask) return 0; if (pf->Gmask != RGBfmt->Gmask) return 0; if (pf->Bmask != RGBfmt->Bmask) return 0; } return 1; } static void glSDL_key2alpha(SDL_Surface * surface) { int x, y; Uint32 ckey = surface->format->colorkey; #ifdef DEBUG_GLSDL fprintf(stderr, "glSDL_key2alpha()\n"); #endif for (y = 0; y < surface->h; ++y) { Uint32 *px = (Uint32 *) ((char *) surface->pixels + y * surface->pitch); for (x = 0; x < surface->w; ++x) if (px[x] == ckey) px[x] = 0; } } /*---------------------------------------------------------- SDL style API ----------------------------------------------------------*/ static int glSDL_FlipHWSurface(_THIS, SDL_Surface * surface) { #ifdef GLSDL_GRAPHICAL_DEBUG this->glDisable(GL_TEXTURE_2D); this->glBegin(GL_LINE_LOOP); this->glColor4ub(0, 0, 255, 128); this->glVertex2i(0, 0); this->glVertex2i(surface->w, 0); this->glVertex2i(surface->w, surface->h); this->glVertex2i(0, surface->h); this->glEnd(); this->glEnable(GL_TEXTURE_2D); #endif if (this->screen->flags & SDL_DOUBLEBUF) this->GL_SwapBuffers(this); else this->glFinish(); return 0; } static void glSDL_UpdateRects(_THIS, int numrects, SDL_Rect * rects) { #ifdef GLSDL_GRAPHICAL_DEBUG int i; this->glDisable(GL_TEXTURE_2D); for (i = 0; i < numrects; i++) { this->glColor4ub(255, 0, 0, 128); this->glBegin(GL_LINE_LOOP); this->glVertex2i(rects[i].x, rects[i].y); this->glVertex2i(rects[i].x + rects[i].w, rects[i].y); this->glVertex2i(rects[i].x + rects[i].w, rects[i].y + rects[i].h); this->glVertex2i(rects[i].x, rects[i].y + rects[i].h); this->glEnd(); } this->glEnable(GL_TEXTURE_2D); #endif if (this->screen->flags & SDL_DOUBLEBUF) this->GL_SwapBuffers(this); else this->glFinish(); } static int glSDL_AllocHWSurface(_THIS, SDL_Surface * surface) { surface->flags |= (SDL_HWSURFACE | SDL_HWACCEL); surface->pixels = SDL_malloc(surface->h * surface->pitch); if (surface->pixels == NULL) { SDL_FreeSurface(surface); SDL_OutOfMemory(); return (-1); } SDL_memset(surface->pixels, 0, surface->h * surface->pitch); return 0; } static void glSDL_FreeHWSurface(_THIS, SDL_Surface * surface) { if (!surface) return; glSDL_RemoveTexInfo(this, surface); } static int glSDL_LockHWSurface(_THIS, SDL_Surface * surface) { int y; if (!surface) return -1; #ifdef DEBUG_GLSDL fprintf(stderr, "glSDL: Lock Surface.\n"); #endif if (SDL_VideoSurface == surface) { glSDL_Invalidate(surface, NULL); this->glPixelStorei(GL_UNPACK_ROW_LENGTH, surface->pitch / surface->format->BytesPerPixel); this->glReadPixels(0, 0, OpenGL_Surface->w, OpenGL_Surface->h, GL_RGB, GL_UNSIGNED_BYTE, OpenGL_Surface->pixels); for (y = 0; y < OpenGL_Surface->h / 2; ++y) { void *upper = (Uint8 *) OpenGL_Surface->pixels + OpenGL_Surface->pitch * y; void *lower = (Uint8 *) OpenGL_Surface->pixels + OpenGL_Surface->pitch * (OpenGL_Surface->h - y - 1); SDL_memcpy(mirrorbuf, upper, OpenGL_Surface->pitch); SDL_memcpy(upper, lower, OpenGL_Surface->pitch); SDL_memcpy(lower, mirrorbuf, OpenGL_Surface->pitch); } /* the mapping has to be invalidated on 8bpp video surfaces in case of a hw palette change. * Now if someone could tell me why this is not handled by SDL... */ if (SDL_VideoSurface->format->BitsPerPixel == 8) SDL_InvalidateMap(OpenGL_Surface->map); /* convert this raw surface to the application-requested format * FIXME this is sometimes overkill, we could use glPixelStore smartly * But this would be slow anyway :) */ glSDL_SoftBlit(OpenGL_Surface, NULL, SDL_VideoSurface, NULL); } else glSDL_Invalidate(surface, NULL); return 0; } static void glSDL_UnlockHWSurface(_THIS, SDL_Surface * surface) { private_hwdata *txi; if (!surface) return; /* upload this surface ONLY if this is a glSDL surface * because sometimes (during displayformating for ex.) surfaces are unlocked that aren't glSDL */ if (!IS_GLSDL_SURFACE(surface)) return; #ifdef DEBUG_GLSDL fprintf(stderr, "glSDL: Unlock Surface.\n"); #endif txi = glSDL_UploadSurface(this, surface); if (!txi) { GLERR("glSDL_UnlockHWSurface() failed to upload surface!"); return; } if (txi->temporary) { GLERR ("Weirdness... glSDL_UnlockHWSurface() got a temporary TexInfo."); return; } if (surface == SDL_VideoSurface) glSDL_BlitGL(this, SDL_VideoSurface, NULL, NULL); } static int glSDL_SetHWColorKey(_THIS, SDL_Surface * surface, Uint32 key) { /* * If an application does this *after* SDL_DisplayFormat, * we're basically screwed, unless we want to do an * in-place surface conversion hack here. * * What we do is just kill the glSDL texinfo... No big * deal in most cases, as glSDL only converts once anyway, * *unless* you keep modifying the surface. */ if (IS_GLSDL_SURFACE(surface)) glSDL_RemoveTexInfo(this, surface); return 0; } static int glSDL_SetHWAlpha(_THIS, SDL_Surface * surface, Uint8 alpha) { /* * If an application does this *after* SDL_DisplayFormat, * we're basically screwed, unless we want to do an * in-place surface conversion hack here. * * What we do is just kill the glSDL texinfo... No big * deal in most cases, as glSDL only converts once anyway, * *unless* you keep modifying the surface. */ if (IS_GLSDL_SURFACE(surface)) glSDL_RemoveTexInfo(this, surface); return 0; } static SDL_bool glSDL_SetClipRect(_THIS, SDL_Surface * surface, SDL_Rect * rect) { SDL_bool res; if (!surface) return SDL_FALSE; res = SDL_SetClipRect(surface, rect); if (!res) return SDL_FALSE; rect = &surface->clip_rect; if (surface == SDL_VideoSurface) { SDL_Rect r; float xscale, yscale; private_hwdata *txi; r.x = rect->x; r.y = rect->y; r.w = rect->w; r.h = rect->h; SDL_SetClipRect(surface, rect); txi = glSDL_GetTexInfo(surface); if (!txi) return GLERET("SetClipRect(): Could not get TexInfo!"); this->glViewport(rect->x, surface->h - (rect->y + rect->h), rect->w, rect->h); /* * Note that this projection is upside down in * relation to the OpenGL coordinate system. */ this->glMatrixMode(GL_PROJECTION); this->glLoadIdentity(); xscale = (float) txi->lw / (float) surface->w; yscale = (float) txi->lh / (float) surface->h; this->glOrtho(xscale * (float) rect->x, xscale * (float) (rect->w + rect->x), yscale * (float) (rect->h + rect->y), yscale * (float) rect->y, -1.0, 1.0); return SDL_TRUE; } return res; } static int glSDL_BlitFromGL(_THIS, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect) { SDL_Rect sr, dr; /* In case the destination has an OpenGL texture... */ glSDL_Invalidate(dst, dstrect); /* Abuse the fake screen buffer a little. */ this->glPixelStorei(GL_UNPACK_ROW_LENGTH, SDL_VideoSurface->pitch / SDL_VideoSurface->format->BytesPerPixel); if (srcrect) this->glReadPixels(srcrect->x, OpenGL_Surface->h - (srcrect->y + srcrect->h - 1), srcrect->w, srcrect->h, GL_RGB, GL_UNSIGNED_BYTE, OpenGL_Surface->pixels); else this->glReadPixels(0, 0, OpenGL_Surface->w, OpenGL_Surface->h, GL_RGB, GL_UNSIGNED_BYTE, OpenGL_Surface->pixels); sr = *srcrect; dr = *dstrect; glSDL_SoftBlit(OpenGL_Surface, &sr, dst, &dr); return 0; } static __inline__ void glSDL_BlitGL_single(_THIS, private_hwdata * txi, float sx1, float sy1, SDL_Rect * dst, unsigned char alpha) { float sx2, sy2, texscale; if (!txi->textures) return; if (-1 == txi->texture[0]) return; glSDL_texture(this, txi->texture[0]); texscale = 1.0 / (float) txi->texsize; sx2 = (sx1 + (float) dst->w) * texscale; sy2 = (sy1 + (float) dst->h) * texscale; sx1 *= texscale; sy1 *= texscale; #ifdef GLSDL_GRAPHICAL_DEBUG this->glDisable(GL_TEXTURE_2D); this->glBegin(GL_LINE_LOOP); this->glColor4ub(0, 255, 0, 128); this->glVertex2i(dst->x, dst->y); this->glVertex2i(dst->x + dst->w, dst->y); this->glVertex2i(dst->x + dst->w, dst->y + dst->h); this->glVertex2i(dst->x, dst->y + dst->h); this->glEnd(); this->glEnable(GL_TEXTURE_2D); #endif this->glBegin(GL_TRIANGLE_FAN); this->glColor4ub(255, 255, 255, alpha); this->glTexCoord2f(sx1, sy1); this->glVertex2i(dst->x, dst->y); this->glTexCoord2f(sx2, sy1); this->glVertex2i(dst->x + dst->w, dst->y); this->glTexCoord2f(sx2, sy2); this->glVertex2i(dst->x + dst->w, dst->y + dst->h); this->glTexCoord2f(sx1, sy2); this->glVertex2i(dst->x, dst->y + dst->h); this->glEnd(); } static void glSDL_BlitGL_htile(_THIS, private_hwdata * txi, float sx1, float sy1, SDL_Rect * dst, unsigned char alpha) { int tex; float tile, sx2, sy2, yo; float texscale = 1.0 / (float) txi->texsize; float tileh = (float) txi->tileh * texscale; sx2 = (sx1 + (float) dst->w) * texscale; sy2 = (sy1 + (float) dst->h) * texscale; sx1 *= texscale; sy1 *= texscale; tile = floor(sx1); tex = (int) tile / txi->tilespertex; yo = ((int) tile % txi->tilespertex) * tileh; if (tex >= txi->textures) return; if (-1 == txi->texture[tex]) return; glSDL_texture(this, txi->texture[tex]); while (tile < sx2) { int tdx1 = dst->x; int tdx2 = dst->x + dst->w; float tsx1 = sx1 - tile; float tsx2 = sx2 - tile; /* Clip to current tile */ if (tsx1 < 0.0) { tdx1 -= tsx1 * txi->texsize; tsx1 = 0.0; } if (tsx2 > 1.0) { tdx2 -= (tsx2 - 1.0) * txi->texsize; tsx2 = 1.0; } /* Maybe select next texture? */ if (yo + tileh > 1.0) { ++tex; if (tex >= txi->textures) return; if (-1 == txi->texture[tex]) return; glSDL_texture(this, txi->texture[tex]); yo = 0.0; } #ifdef GLSDL_GRAPHICAL_DEBUG this->glDisable(GL_TEXTURE_2D); this->glBegin(GL_LINE_LOOP); this->glColor4ub(0, 255, 0, 128); this->glVertex2i(tdx1, dst->y); this->glVertex2i(tdx2, dst->y); this->glVertex2i(tdx2, dst->y + dst->h); this->glVertex2i(tdx1, dst->y + dst->h); this->glEnd(); this->glEnable(GL_TEXTURE_2D); #endif this->glBegin(GL_TRIANGLE_FAN); this->glColor4ub(255, 255, 255, alpha); this->glTexCoord2f(tsx1, yo + sy1); this->glVertex2i(tdx1, dst->y); this->glTexCoord2f(tsx2, yo + sy1); this->glVertex2i(tdx2, dst->y); this->glTexCoord2f(tsx2, yo + sy2); this->glVertex2i(tdx2, dst->y + dst->h); this->glTexCoord2f(tsx1, yo + sy2); this->glVertex2i(tdx1, dst->y + dst->h); this->glEnd(); tile += 1.0; yo += tileh; } } static void glSDL_BlitGL_vtile(_THIS, private_hwdata * txi, float sx1, float sy1, SDL_Rect * dst, unsigned char alpha) { int tex; float tile, sx2, sy2, xo; float texscale = 1.0 / (float) txi->texsize; float tilew = (float) txi->tilew * texscale; sx2 = (sx1 + (float) dst->w) * texscale; sy2 = (sy1 + (float) dst->h) * texscale; sx1 *= texscale; sy1 *= texscale; tile = floor(sy1); tex = (int) tile / txi->tilespertex; xo = ((int) tile % txi->tilespertex) * tilew; if (tex >= txi->textures) return; if (-1 == txi->texture[tex]) return; glSDL_texture(this, txi->texture[tex]); while (tile < sy2) { int tdy1 = dst->y; int tdy2 = dst->y + dst->h; float tsy1 = sy1 - tile; float tsy2 = sy2 - tile; /* Clip to current tile */ if (tsy1 < 0.0) { tdy1 -= tsy1 * txi->texsize; tsy1 = 0.0; } if (tsy2 > 1.0) { tdy2 -= (tsy2 - 1.0) * txi->texsize; tsy2 = 1.0; } /* Maybe select next texture? */ if (xo + tilew > 1.0) { ++tex; if (tex >= txi->textures) return; if (-1 == txi->texture[tex]) return; glSDL_texture(this, txi->texture[tex]); xo = 0.0; } #ifdef GLSDL_GRAPHICAL_DEBUG this->glDisable(GL_TEXTURE_2D); this->glBegin(GL_LINE_LOOP); this->glColor4ub(0, 255, 0, 128); this->glVertex2i(dst->x, tdy1); this->glVertex2i(dst->x + dst->w, tdy1); this->glVertex2i(dst->x + dst->w, tdy2); this->glVertex2i(dst->x, tdy2); this->glEnd(); this->glEnable(GL_TEXTURE_2D); #endif this->glBegin(GL_TRIANGLE_FAN); this->glColor4ub(255, 255, 255, alpha); this->glTexCoord2f(xo + sx1, tsy1); this->glVertex2i(dst->x, tdy1); this->glTexCoord2f(xo + sx2, tsy1); this->glVertex2i(dst->x + dst->w, tdy1); this->glTexCoord2f(xo + sx2, tsy2); this->glVertex2i(dst->x + dst->w, tdy2); this->glTexCoord2f(xo + sx1, tsy2); this->glVertex2i(dst->x, tdy2); this->glEnd(); tile += 1.0; xo += tilew; } } static void glSDL_BlitGL_hvtile(_THIS, SDL_Surface * src, private_hwdata * txi, float sx1, float sy1, SDL_Rect * dst, unsigned char alpha) { int x, y, last_tex, tex; float sx2, sy2; float texscale = 1.0 / (float) txi->texsize; int tilesperrow = (src->w + txi->tilew - 1) / txi->tilew; sx2 = (sx1 + (float) dst->w) * texscale; sy2 = (sy1 + (float) dst->h) * texscale; sx1 *= texscale; sy1 *= texscale; last_tex = tex = floor(sy1) * tilesperrow + floor(sx1); if (tex >= txi->textures) return; if (-1 == txi->texture[tex]) return; glSDL_texture(this, txi->texture[tex]); for (y = floor(sy1); y < sy2; ++y) { int tdy1 = dst->y; int tdy2 = dst->y + dst->h; float tsy1 = sy1 - y; float tsy2 = sy2 - y; /* Clip to current tile */ if (tsy1 < 0.0) { tdy1 -= tsy1 * txi->texsize; tsy1 = 0.0; } if (tsy2 > 1.0) { tdy2 -= (tsy2 - 1.0) * txi->texsize; tsy2 = 1.0; } for (x = floor(sx1); x < sx2; ++x) { int tdx1 = dst->x; int tdx2 = dst->x + dst->w; float tsx1 = sx1 - x; float tsx2 = sx2 - x; /* Clip to current tile */ if (tsx1 < 0.0) { tdx1 -= tsx1 * txi->texsize; tsx1 = 0.0; } if (tsx2 > 1.0) { tdx2 -= (tsx2 - 1.0) * txi->texsize; tsx2 = 1.0; } /* Select texture */ tex = y * tilesperrow + x; if (tex != last_tex) { if (tex >= txi->textures) return; if (-1 == txi->texture[tex]) return; glSDL_texture(this, txi->texture[tex]); last_tex = tex; } #ifdef GLSDL_GRAPHICAL_DEBUG this->glDisable(GL_TEXTURE_2D); this->glBegin(GL_LINE_LOOP); this->glColor4ub(0, 255, 0, 128); this->glVertex2i(tdx1, tdy1); this->glVertex2i(tdx2, tdy1); this->glVertex2i(tdx2, tdy2); this->glVertex2i(tdx1, tdy2); this->glEnd(); this->glEnable(GL_TEXTURE_2D); #endif this->glBegin(GL_TRIANGLE_FAN); this->glColor4ub(255, 255, 255, alpha); this->glTexCoord2f(tsx1, tsy1); this->glVertex2i(tdx1, tdy1); this->glTexCoord2f(tsx2, tsy1); this->glVertex2i(tdx2, tdy1); this->glTexCoord2f(tsx2, tsy2); this->glVertex2i(tdx2, tdy2); this->glTexCoord2f(tsx1, tsy2); this->glVertex2i(tdx1, tdy2); this->glEnd(); } } } /* * Calculate the actual blit rectangle and source offset * for a blit from a rectangle in a surface with specified * size to a surface with a cliprect. * * In: rect source rectangle * w, h source surface size * (x, y) destination coordinate * clip destination clip rectangle * * Out: (x, y) source top-left offset * rect destination rectangle * * Returns 1 if the result is visible, otherwise 0. */ static __inline__ int blitclip(SDL_Rect * rect, int w, int h, int *x, int *y, SDL_Rect * clip) { int sx1, sy1, sx2, sy2; int dx1, dy1, dx2, dy2; /* Get source and destination coordinates */ sx1 = rect->x; sy1 = rect->y; sx2 = sx1 + rect->w; sy2 = sy1 + rect->h; dx1 = *x; dy1 = *y; /* Keep source rect inside source surface */ if (sx1 < 0) { dx1 -= sx1; sx1 = 0; } if (sy1 < 0) { dy1 -= sy1; sy1 = 0; } if (sx2 > w) sx2 = w; if (sy2 > h) sy2 = h; /* Cull blits from void space */ if (sx1 >= sx2 || sy1 >= sy2) return 0; /* Calculate destination lower-right */ dx2 = dx1 + (sx2 - sx1); dy2 = dy1 + (sy2 - sy1); /* Clip to destination cliprect */ if (dx1 < clip->x) { sx1 += clip->x - dx1; dx1 = clip->x; } if (dy1 < clip->y) { sy1 += clip->y - dy1; dy1 = clip->y; } if (dx2 > clip->x + clip->w) dx2 = clip->x + clip->w; if (dy2 > clip->y + clip->h) dy2 = clip->y + clip->h; /* Cull nop/off-screen blits */ if (dx1 >= dx2 || dy1 >= dy2) return 0; *x = sx1; *y = sy1; rect->x = dx1; rect->y = dy1; rect->w = dx2 - dx1; rect->h = dy2 - dy1; return 1; } static int glSDL_BlitGL(_THIS, SDL_Surface * src, SDL_Rect * srcrect, SDL_Rect * dstrect) { private_hwdata *txi; float x1, y1; unsigned char alpha; SDL_Rect d; int x, y; SDL_Rect r; if (!src) return GLERET("BlitGL(): No src surface!"); /* Get source and destination coordinates */ if (srcrect) r = *srcrect; else { r.x = r.y = 0; r.w = src->w; r.h = src->h; } if (dstrect) { x = dstrect->x; y = dstrect->y; } else x = y = 0; /* Clip! */ if (!blitclip(&r, src->w, src->h, &x, &y, &this->screen->clip_rect)) { if (dstrect) dstrect->w = dstrect->h = 0; return 0; } /* Write back the resulting cliprect */ if (dstrect) *dstrect = r; /* Make sure we have a source with a valid texture */ txi = glSDL_UploadSurface(this, src); if (!txi) return GLERET("BlitGL(): Could not get a TexInfo!"); /* Set up blending */ if (src->flags & (SDL_SRCALPHA | SDL_SRCCOLORKEY)) { glSDL_blendfunc(this, GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glSDL_do_blend(this, 1); } else glSDL_do_blend(this, 0); /* Enable texturing */ glSDL_do_texture(this, 1); /* Calculate texcoords */ if (!srcrect) srcrect = &txi->virt; x1 = (float) srcrect->x; y1 = (float) srcrect->y; /* Calculate screen coords. */ if (dstrect) { d.x = dstrect->x; d.y = dstrect->y; d.w = (int) (srcrect->w * (float) txi->lw / (float) txi->virt.w); d.h = (int) (srcrect->h * (float) txi->lh / (float) txi->virt.h); } else { d.x = 0; d.y = 0; d.w = (int) (srcrect->w * (float) txi->lw / (float) txi->virt.w); d.h = (int) (srcrect->h * (float) txi->lh / (float) txi->virt.h); } /* * Note that we actually *prevent* the use of "full surface alpha" * and alpha channel in combination - to stay SDL 2D compatible. */ if ((src->flags & SDL_SRCALPHA) && (src->format->Amask)) alpha = 255; else alpha = src->format->alpha; /* Render! */ switch (txi->tilemode) { case GLSDL_TM_SINGLE: glSDL_BlitGL_single(this, txi, x1, y1, &d, alpha); break; case GLSDL_TM_HORIZONTAL: glSDL_BlitGL_htile(this, txi, x1, y1, &d, alpha); break; case GLSDL_TM_VERTICAL: glSDL_BlitGL_vtile(this, txi, x1, y1, &d, alpha); break; case GLSDL_TM_HUGE: glSDL_BlitGL_hvtile(this, src, txi, x1, y1, &d, alpha); break; } if (txi->temporary) glSDL_FreeTexInfo(this, txi); return 0; } static int glSDL_HWAccelBlit(SDL_Surface * src, SDL_Rect * srcrect, SDL_Surface * dst, SDL_Rect * dstrect) { SDL_Surface *vs; if (!src) return GLERET("HWAccelBlit(): No src surface!"); if (!dst) return GLERET("HWAccelBlit(): No dst surface!"); /* * Figure out what to do: * screen->screen: glSDL_BlitFromGL() + glSDL_BlitGL() * surface->screen: glSDL_BlitGL() * screen->surface: glSDL_BlitFromGL() * surface->surface: glSDL_SoftBlit() */ vs = SDL_VideoSurface; if (src == vs) { if (dst == vs) { /* FIXME: Try glCopyPixels() instead... */ glSDL_BlitFromGL(current_video, srcrect, vs, dstrect); return glSDL_BlitGL(current_video, vs, srcrect, dstrect); } else { return glSDL_BlitFromGL(current_video, srcrect, dst, dstrect); } } else { if (dst == vs) { return glSDL_BlitGL(current_video, src, srcrect, dstrect); } else { glSDL_Invalidate(dst, dstrect); glSDL_SoftBlit(src, srcrect, dst, dstrect); return 0; } } } static int glSDL_FillHWRect(_THIS, SDL_Surface * dst, SDL_Rect * dstrect, Uint32 color) { SDL_Surface *vs = SDL_VideoSurface; int dx1, dy1, dx2, dy2; Uint32 r, g, b; Uint8 br, bg, bb; /* * Some ugly reverse conversion for compatibility... * (We must do this before losing the dst pointer, * as the pixel formats of the screen and * SDL_VideoSurface may differ!) */ if (dst->format->palette) { /* this a paletted color */ SDL_GetRGB(color, dst->format, &br, &bg, &bb); } else { /* this a RGB color */ r = color & dst->format->Rmask; r = r >> dst->format->Rshift; r = r << dst->format->Rloss; br = r; g = color & dst->format->Gmask; g = g >> dst->format->Gshift; g = g << dst->format->Gloss; bg = g; b = color & dst->format->Bmask; b = b >> dst->format->Bshift; b = b << dst->format->Bloss; bb = b; } if (vs != dst) { /* draw a rect offscreen */ glSDL_Invalidate(dst, dstrect); /* software-fill the surface by faking it as a SW_SURFACE */ dst->flags &= ~SDL_HWSURFACE; SDL_FillRect(dst, dstrect, color); dst->flags |= SDL_HWSURFACE; } else { /* draw a rect onscreen */ glSDL_do_texture(this, 0); glSDL_do_blend(this, 0); dx1 = dstrect->x; dy1 = dstrect->y; dx2 = dx1 + dstrect->w; dy2 = dy1 + dstrect->h; this->glBegin(GL_TRIANGLE_FAN); this->glColor3ub(br, bg, bb); this->glVertex2i(dx1, dy1); this->glVertex2i(dx2, dy1); this->glVertex2i(dx2, dy2); this->glVertex2i(dx1, dy2); this->glEnd(); } return 0; } static int glSDL_CheckHWBlit(_THIS, SDL_Surface * src, SDL_Surface * dst) { src->flags |= SDL_HWACCEL; src->map->hw_blit = glSDL_HWAccelBlit; return 1; } static SDL_Surface * glSDL_DisplayFormat(SDL_Surface * surface) { SDL_Surface *tmp; int use_rgba = (surface->flags & SDL_SRCCOLORKEY) || ((surface->flags & SDL_SRCALPHA) && surface->format->Amask); #ifdef DEBUG_GLSDL fprintf(stderr, "#### glSDL_DisplayFormat()\n"); #endif if (use_rgba) tmp = glSDL_ConvertSurface(surface, RGBAfmt, SDL_SWSURFACE); else tmp = glSDL_ConvertSurface(surface, RGBfmt, SDL_SWSURFACE); if (!tmp) { GLERR("glSDL_DisplayFormat() could not convert surface!"); return NULL; } SDL_SetAlpha(tmp, 0, 0); if (surface->flags & SDL_SRCCOLORKEY) { /* * We drop colorkey data here, but we have to, * or we'll run into trouble when converting, * in particular from indexed color formats. */ SDL_SetColorKey(tmp, SDL_SRCCOLORKEY, surface->format->colorkey); glSDL_key2alpha(tmp); SDL_SetColorKey(tmp, 0, 0); } return tmp; } static SDL_Surface * glSDL_DisplayFormatAlpha(SDL_Surface * surface) { SDL_Surface *s, *tmp; tmp = glSDL_ConvertSurface(surface, RGBAfmt, SDL_SWSURFACE); #ifdef DEBUG_GLSDL fprintf(stderr, "#### glSDL_DisplayFormatAlpha()\n"); #endif if (!tmp) return NULL; SDL_SetAlpha(tmp, 0, 0); SDL_SetColorKey(tmp, 0, 0); s = glSDL_CreateRGBASurface(surface->w, surface->h); if (!s) { SDL_FreeSurface(tmp); return NULL; } glSDL_SoftBlit(tmp, NULL, s, NULL); SDL_FreeSurface(tmp); if (surface->flags & SDL_SRCCOLORKEY) { SDL_SetColorKey(s, SDL_SRCCOLORKEY, surface->format->colorkey); glSDL_key2alpha(s); SDL_SetColorKey(s, 0, 0); } if (surface->flags & SDL_SRCALPHA) SDL_SetAlpha(s, SDL_SRCALPHA, surface->format->alpha); return s; } /*---------------------------------------------------------- glSDL specific API extensions ----------------------------------------------------------*/ static void glSDL_Invalidate(SDL_Surface * surface, SDL_Rect * area) { private_hwdata *txi; if (!surface) return; txi = glSDL_GetTexInfo(surface); if (!txi) return; if (!area) { txi->invalid_area.x = 0; txi->invalid_area.y = 0; txi->invalid_area.w = surface->w; txi->invalid_area.h = surface->h; return; } txi->invalid_area = *area; } static void glSDL_SetLogicSize(_THIS, SDL_Surface * surface, int w, int h) { SDL_Rect r; private_hwdata *txi; if (!IS_GLSDL_SURFACE(surface)) return; txi = glSDL_GetTexInfo(surface); txi->lw = w; txi->lh = h; if (SDL_VideoSurface != surface) return; r.x = r.y = 0; r.w = w; r.h = h; glSDL_SetClipRect(this, surface, &r); this->glMatrixMode(GL_MODELVIEW); this->glLoadIdentity(); this->glTranslated(0.0f, 0.0f, 0.0f); this->glDisable(GL_DEPTH_TEST); this->glDisable(GL_CULL_FACE); glSDL_reset(); } static int glSDL_InitTexture(_THIS, SDL_Surface * datasurf, private_hwdata * txi, int tex) { this->glGenTextures(1, (GLuint *) & txi->texture[tex]); this->glBindTexture(GL_TEXTURE_2D, txi->texture[tex]); glstate.texture = txi->texture[tex]; this->glPixelStorei(GL_UNPACK_ROW_LENGTH, datasurf->pitch / datasurf->format->BytesPerPixel); this->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); this->glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); this->glTexImage2D(GL_TEXTURE_2D, 0, datasurf->format->Amask ? GL_RGBA8 : GL_RGB8, txi->texsize, txi->texsize, 0, datasurf->format->Amask ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, NULL); #ifdef DEBUG_GLSDL glSDL_print_glerror(this, 1); #endif return 0; } /* Image tiled horizontally (wide surface), or not at all */ static int glSDL_UploadHoriz(_THIS, SDL_Surface * datasurf, private_hwdata * txi) { int bpp = datasurf->format->BytesPerPixel; int res; int tex = 0; int fromx = 0; int toy = txi->texsize; /* To init first texture */ while (1) { int thistw = datasurf->w - fromx; if (thistw > txi->tilew) thistw = txi->tilew; else if (thistw <= 0) break; if (toy + txi->tileh > txi->texsize) { toy = 0; res = glSDL_InitTexture(this, datasurf, txi, tex); if (res < 0) return res; ++tex; } this->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, toy, thistw, txi->tileh, datasurf->format->Amask ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, (char *) datasurf->pixels + bpp * fromx); #ifdef DEBUG_GLSDL glSDL_print_glerror(this, 2); #endif fromx += txi->tilew; toy += txi->tileh; } return 0; } /* Image tiled vertically (tall surface) */ static int glSDL_UploadVert(_THIS, SDL_Surface * datasurf, private_hwdata * txi) { int res; int tex = 0; int fromy = 0; int tox = txi->texsize; /* To init first texture */ while (1) { int thisth = datasurf->h - fromy; if (thisth > txi->tileh) thisth = txi->tileh; else if (thisth <= 0) break; if (tox + txi->tilew > txi->texsize) { tox = 0; res = glSDL_InitTexture(this, datasurf, txi, tex); if (res < 0) return res; ++tex; } this->glTexSubImage2D(GL_TEXTURE_2D, 0, tox, 0, txi->tilew, thisth, datasurf->format->Amask ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, (char *) datasurf->pixels + datasurf->pitch * fromy); #ifdef DEBUG_GLSDL glSDL_print_glerror(this, 3); #endif fromy += txi->tileh; tox += txi->tilew; } return 0; } /* Image tiled two-way (huge surface) */ static int glSDL_UploadHuge(_THIS, SDL_Surface * datasurf, private_hwdata * txi) { int bpp = datasurf->format->BytesPerPixel; int res; int tex = 0; int y = 0; while (y < datasurf->h) { int x; int thisth = datasurf->h - y; if (thisth > txi->tileh) thisth = txi->tileh; x = 0; while (x < datasurf->w) { int thistw = datasurf->w - x; if (thistw > txi->tilew) thistw = txi->tilew; res = glSDL_InitTexture(this, datasurf, txi, tex++); if (res < 0) return res; this->glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, thistw, thisth, datasurf->format-> Amask ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, (char *) datasurf->pixels + datasurf->pitch * y + bpp * x); #ifdef DEBUG_GLSDL fprintf(stderr, "glTexSubImage(x = %d, y = %d, w = %d, h = %d)\n", x, y, thistw, thisth); glSDL_print_glerror(this, 4); #endif x += txi->tilew; } y += txi->tileh; } return 0; } /* Upload all textures for a surface. */ static int glSDL_UploadTextures(_THIS, SDL_Surface * datasurf, private_hwdata * txi) { switch (txi->tilemode) { case GLSDL_TM_SINGLE: case GLSDL_TM_HORIZONTAL: glSDL_UploadHoriz(this, datasurf, txi); break; case GLSDL_TM_VERTICAL: glSDL_UploadVert(this, datasurf, txi); break; case GLSDL_TM_HUGE: glSDL_UploadHuge(this, datasurf, txi); break; } return 0; } /* * IMPORTANT: * This function will try various ways of giving you * a TexInfo, and will succeed most of the time. * * However, the TexInfo returned may be temporary, * (as opposed to connected to 'surface'). A temporary * TexInfo must be used only once and then thrown away, * since it means that glSDL cannot track changes in * the pixel data of 'texture'. */ static private_hwdata * glSDL_UploadSurface(_THIS, SDL_Surface * surface) { int i; int converted = 0; private_hwdata *txi = glSDL_GetTexInfo(surface); if (IS_GLSDL_SURFACE(surface)) { /* * Ok, this is a glSDL surface, and it *might* be * in texture memory already. If so, it may need * an update. */ if (txi->invalid_area.w) { glSDL_UnloadTexture(this, txi); } else { int missing = 0; if (txi->textures) { for (i = 0; i < txi->textures; ++i) if (GLSDL_NOTEX == txi->texture[i]) { missing = 1; break; } if (!missing) return txi; /* They're already there! */ } } } else { /* * Nope, this isn't (yet) a glSDL surface. Let's * try to either make it one, or set up a temporary * TexInfo for it, valid for only one blit. */ if ((surface->flags & SDL_HWSURFACE) == SDL_HWSURFACE) { txi = glSDL_AddTexInfo(this, surface); if (!txi) { GLERR("UploadSurface(): Could not add TexInfo!"); return NULL; } surface->flags |= SDL_HWSURFACE; surface->flags |= SDL_HWACCEL; } else { /* * FIXME * here if the surface is small enough, it's a good * candidate for a blit using glDrawPixels instead * of a texture blit */ txi = glSDL_CreateTempTexInfo(this, surface); if (!txi) { GLERR("UploadSurface(): Could not create temp TexInfo!"); return NULL; } } } if (txi->texsize > maxtexsize) { /* This surface wasn't tiled properly... */ if (txi->temporary) glSDL_FreeTexInfo(this, txi); GLERR("UploadSurface(): Too large texture!"); return NULL; } /* * Kludge: Convert if not of preferred RGB or RGBA format. * * Conversion should only be done when *really* needed. * That is, it should rarely have to be done with OpenGL * 1.2+. * * Besides, any surface that's been SDL_DisplayFormat()ed * should already be in the best known OpenGL format - * preferably one that makes DMA w/o conversion possible. */ if (!glSDL_FormatIsOk(surface)) { #ifdef DEBUG_GLSDL fprintf(stderr, "glSDL: WARNING: On-the-fly conversion performed!\n"); #endif converted = 1; /* NOTE: We forget about the original surface here. */ if (surface->format->Amask) surface = glSDL_DisplayFormatAlpha(surface); else surface = glSDL_DisplayFormat(surface); if (!surface) { GLERR("UploadSurface(): Could not convert surface!"); if (txi->temporary) glSDL_FreeTexInfo(this, txi); return NULL; } } glSDL_UploadTextures(this, surface, txi); if (converted) SDL_FreeSurface(surface); return txi; } static void glSDL_UnloadTexture(_THIS, private_hwdata * txi) { int i; for (i = 0; i < txi->textures; ++i) if (txi->texture[i] != GLSDL_NOTEX) this->glDeleteTextures(1, &txi->texture[i]); SDL_memset(&txi->invalid_area, 0, sizeof(txi->invalid_area)); } /* vi: set ts=4 sw=4 expandtab: */