Mercurial > sdl-ios-xcode
view src/render/opengles/SDL_render_gles.c @ 5284:96a22141cf86 tip
Changed output directory of Universal libSDL.a for iOS to respect build configurations. Template generator was updated to reflect these changes as well.
author | Eric Wing <ewing . public |-at-| gmail . com> |
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date | Sat, 12 Feb 2011 21:52:30 -0800 |
parents | 8e421890cdb8 |
children |
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/* SDL - Simple DirectMedia Layer Copyright (C) 1997-2011 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 && !SDL_RENDER_DISABLED #include "SDL_opengles.h" #include "../SDL_sysrender.h" #if defined(SDL_VIDEO_DRIVER_PANDORA) /* Empty function stub to get OpenGL ES 1.x support without */ /* OpenGL ES extension GL_OES_draw_texture supported */ GL_API void GL_APIENTRY glDrawTexiOES(GLint x, GLint y, GLint z, GLint width, GLint height) { return; } #endif /* PANDORA */ /* OpenGL ES 1.1 renderer implementation, based on the OpenGL renderer */ static const float inv255f = 1.0f / 255.0f; static SDL_Renderer *GLES_CreateRenderer(SDL_Window * window, Uint32 flags); static void GLES_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event); static int GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture); static int GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch); static int GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch); static void GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void GLES_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect); static int GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count); static int GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count); static int GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count); static int GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect); static void GLES_RenderPresent(SDL_Renderer * renderer); static void GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture); static void GLES_DestroyRenderer(SDL_Renderer * renderer); SDL_RenderDriver GLES_RenderDriver = { GLES_CreateRenderer, { "opengles", (SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC), 1, {SDL_PIXELFORMAT_ABGR8888}, 0, 0} }; typedef struct { SDL_GLContext context; SDL_bool updateSize; int blendMode; SDL_bool useDrawTexture; SDL_bool GL_OES_draw_texture_supported; } GLES_RenderData; typedef struct { GLuint texture; GLenum type; GLfloat texw; GLfloat texh; GLenum format; GLenum formattype; void *pixels; int pitch; } GLES_TextureData; static void GLES_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); } SDL_Renderer * GLES_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_Renderer *renderer; GLES_RenderData *data; GLint value; renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer)); if (!renderer) { SDL_OutOfMemory(); return NULL; } data = (GLES_RenderData *) SDL_calloc(1, sizeof(*data)); if (!data) { GLES_DestroyRenderer(renderer); SDL_OutOfMemory(); return NULL; } renderer->WindowEvent = GLES_WindowEvent; renderer->CreateTexture = GLES_CreateTexture; renderer->UpdateTexture = GLES_UpdateTexture; renderer->LockTexture = GLES_LockTexture; renderer->UnlockTexture = GLES_UnlockTexture; renderer->SetClipRect = GLES_SetClipRect; renderer->RenderDrawPoints = GLES_RenderDrawPoints; renderer->RenderDrawLines = GLES_RenderDrawLines; renderer->RenderFillRects = GLES_RenderFillRects; renderer->RenderCopy = GLES_RenderCopy; renderer->RenderPresent = GLES_RenderPresent; renderer->DestroyTexture = GLES_DestroyTexture; renderer->DestroyRenderer = GLES_DestroyRenderer; renderer->info = GLES_RenderDriver.info; renderer->driverdata = data; renderer->info.flags = SDL_RENDERER_ACCELERATED; SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1); SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1); data->context = SDL_GL_CreateContext(window); if (!data->context) { GLES_DestroyRenderer(renderer); return NULL; } if (SDL_GL_MakeCurrent(window, data->context) < 0) { GLES_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_VIDEO_DRIVER_PANDORA data->GL_OES_draw_texture_supported = SDL_FALSE; data->useDrawTexture = SDL_FALSE; #else if (SDL_GL_ExtensionSupported("GL_OES_draw_texture")) { data->GL_OES_draw_texture_supported = SDL_TRUE; data->useDrawTexture = SDL_TRUE; } else { data->GL_OES_draw_texture_supported = SDL_FALSE; data->useDrawTexture = SDL_FALSE; } #endif glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_width = value; glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value); renderer->info.max_texture_height = value; /* Set up parameters for rendering */ data->blendMode = -1; glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); data->updateSize = SDL_TRUE; glEnableClientState(GL_VERTEX_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY); return renderer; } static SDL_GLContext SDL_CurrentContext = NULL; static int GLES_ActivateRenderer(SDL_Renderer * renderer) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; SDL_Window *window = renderer->window; if (SDL_CurrentContext != data->context) { if (SDL_GL_MakeCurrent(window, data->context) < 0) { return -1; } SDL_CurrentContext = data->context; } if (data->updateSize) { int w, h; SDL_GetWindowSize(window, &w, &h); glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); glLoadIdentity(); glViewport(0, 0, w, h); glOrthof(0.0, (GLfloat) w, (GLfloat) h, 0.0, 0.0, 1.0); data->updateSize = SDL_FALSE; } return 0; } static void GLES_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) { /* Rebind the context to the window area and update matrices */ SDL_CurrentContext = NULL; data->updateSize = SDL_TRUE; } } static __inline__ int power_of_2(int input) { int value = 1; while (value < input) { value <<= 1; } return value; } static int GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture) { GLES_TextureData *data; GLint internalFormat; GLenum format, type; int texture_w, texture_h; GLenum result; GLES_ActivateRenderer(renderer); switch (texture->format) { case SDL_PIXELFORMAT_ABGR8888: internalFormat = GL_RGBA; format = GL_RGBA; type = GL_UNSIGNED_BYTE; break; default: SDL_SetError("Texture format not supported"); return -1; } data = (GLES_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; glGetError(); glEnable(GL_TEXTURE_2D); glGenTextures(1, &data->texture); data->type = GL_TEXTURE_2D; /* no NPOV textures allowed in OpenGL ES (yet) */ 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; glBindTexture(data->type, data->texture); glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(data->type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); glTexParameteri(data->type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); glTexImage2D(data->type, 0, internalFormat, texture_w, texture_h, 0, format, type, NULL); glDisable(GL_TEXTURE_2D); result = glGetError(); if (result != GL_NO_ERROR) { GLES_SetError("glTexImage2D()", result); return -1; } return 0; } static int GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, const void *pixels, int pitch) { GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; Uint8 *blob = NULL; Uint8 *src; int srcPitch; int y; GLES_ActivateRenderer(renderer); /* Bail out if we're supposed to update an empty rectangle */ if (rect->w <= 0 || rect->h <= 0) return 0; /* Reformat the texture data into a tightly packed array */ srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format); src = (Uint8 *)pixels; if (pitch != srcPitch) { blob = (Uint8 *)SDL_malloc(srcPitch * rect->h); if (!blob) { SDL_OutOfMemory(); return -1; } src = blob; for (y = 0; y < rect->h; ++y) { SDL_memcpy(src, pixels, srcPitch); src += srcPitch; pixels = (Uint8 *)pixels + pitch; } src = blob; } /* Create a texture subimage with the supplied data */ glGetError(); glEnable(data->type); glBindTexture(data->type, data->texture); glPixelStorei(GL_UNPACK_ALIGNMENT, 1); glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h, data->format, data->formattype, src); if (blob) { SDL_free(blob); } if (glGetError() != GL_NO_ERROR) { SDL_SetError("Failed to update texture"); return -1; } return 0; } static int GLES_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * rect, void **pixels, int *pitch) { GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; *pixels = (void *) ((Uint8 *) data->pixels + rect->y * data->pitch + rect->x * SDL_BYTESPERPIXEL(texture->format)); *pitch = data->pitch; return 0; } static void GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) { GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; SDL_Rect rect; /* We do whole texture updates, at least for now */ rect.x = 0; rect.y = 0; rect.w = texture->w; rect.h = texture->h; GLES_UpdateTexture(renderer, texture, &rect, data->pixels, data->pitch); } static void GLES_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect) { GLES_ActivateRenderer(renderer); if (rect) { int w, h; SDL_GetWindowSize(renderer->window, &w, &h); glScissor(rect->x, (h-(rect->y+rect->h)), rect->w, rect->h); glEnable(GL_SCISSOR_TEST); } else { glDisable(GL_SCISSOR_TEST); } } static void GLES_SetBlendMode(GLES_RenderData * data, int blendMode) { if (blendMode != data->blendMode) { switch (blendMode) { case SDL_BLENDMODE_NONE: glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glDisable(GL_BLEND); break; case SDL_BLENDMODE_BLEND: glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); break; case SDL_BLENDMODE_ADD: glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case SDL_BLENDMODE_MOD: glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_BLEND); glBlendFunc(GL_ZERO, GL_SRC_COLOR); break; } data->blendMode = blendMode; } } static int GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points, int count) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; int i; GLshort *vertices; GLES_ActivateRenderer(renderer); GLES_SetBlendMode(data, renderer->blendMode); glColor4f((GLfloat) renderer->r * inv255f, (GLfloat) renderer->g * inv255f, (GLfloat) renderer->b * inv255f, (GLfloat) renderer->a * inv255f); vertices = SDL_stack_alloc(GLshort, count*2); for (i = 0; i < count; ++i) { vertices[2*i+0] = (GLshort)points[i].x; vertices[2*i+1] = (GLshort)points[i].y; } glVertexPointer(2, GL_SHORT, 0, vertices); glDrawArrays(GL_POINTS, 0, count); SDL_stack_free(vertices); return 0; } static int GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points, int count) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; int i; GLshort *vertices; GLES_ActivateRenderer(renderer); GLES_SetBlendMode(data, renderer->blendMode); glColor4f((GLfloat) renderer->r * inv255f, (GLfloat) renderer->g * inv255f, (GLfloat) renderer->b * inv255f, (GLfloat) renderer->a * inv255f); vertices = SDL_stack_alloc(GLshort, count*2); for (i = 0; i < count; ++i) { vertices[2*i+0] = (GLshort)points[i].x; vertices[2*i+1] = (GLshort)points[i].y; } glVertexPointer(2, GL_SHORT, 0, vertices); if (count > 2 && points[0].x == points[count-1].x && points[0].y == points[count-1].y) { /* GL_LINE_LOOP takes care of the final segment */ --count; glDrawArrays(GL_LINE_LOOP, 0, count); } else { glDrawArrays(GL_LINE_STRIP, 0, count); } SDL_stack_free(vertices); return 0; } static int GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; int i; GLES_ActivateRenderer(renderer); GLES_SetBlendMode(data, renderer->blendMode); glColor4f((GLfloat) renderer->r * inv255f, (GLfloat) renderer->g * inv255f, (GLfloat) renderer->b * inv255f, (GLfloat) renderer->a * inv255f); for (i = 0; i < count; ++i) { const SDL_Rect *rect = rects[i]; GLshort minx = rect->x; GLshort maxx = rect->x + rect->w; GLshort miny = rect->y; GLshort maxy = rect->y + rect->h; GLshort vertices[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; glVertexPointer(2, GL_SHORT, 0, vertices); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } return 0; } static int GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture, const SDL_Rect * srcrect, const SDL_Rect * dstrect) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; GLES_TextureData *texturedata = (GLES_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; GLES_ActivateRenderer(renderer); glEnable(GL_TEXTURE_2D); glBindTexture(texturedata->type, texturedata->texture); if (texture->modMode) { glColor4f((GLfloat) texture->r * inv255f, (GLfloat) texture->g * inv255f, (GLfloat) texture->b * inv255f, (GLfloat) texture->a * inv255f); } else { glColor4f(1.0f, 1.0f, 1.0f, 1.0f); } GLES_SetBlendMode(data, texture->blendMode); 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 */ GLint cropRect[4]; int w, h; SDL_Window *window = renderer->window; SDL_GetWindowSize(window, &w, &h); cropRect[0] = srcrect->x; cropRect[1] = srcrect->y + srcrect->h; cropRect[2] = srcrect->w; cropRect[3] = -srcrect->h; glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect); glDrawTexiOES(dstrect->x, 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; glVertexPointer(2, GL_SHORT, 0, vertices); glTexCoordPointer(2, GL_FLOAT, 0, texCoords); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); } glDisable(GL_TEXTURE_2D); return 0; } static void GLES_RenderPresent(SDL_Renderer * renderer) { GLES_ActivateRenderer(renderer); SDL_GL_SwapWindow(renderer->window); } static void GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture) { GLES_TextureData *data = (GLES_TextureData *) texture->driverdata; GLES_ActivateRenderer(renderer); if (!data) { return; } if (data->texture) { glDeleteTextures(1, &data->texture); } if (data->pixels) { SDL_free(data->pixels); } SDL_free(data); texture->driverdata = NULL; } static void GLES_DestroyRenderer(SDL_Renderer * renderer) { GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata; if (data) { if (data->context) { SDL_GL_DeleteContext(data->context); } SDL_free(data); } SDL_free(renderer); } #endif /* SDL_VIDEO_RENDER_OGL_ES && !SDL_RENDER_DISABLED */ /* vi: set ts=4 sw=4 expandtab: */