Mercurial > sdl-ios-xcode
changeset 1922:4905cac7a4bd
Fixed OpenGL blend modes, added power of 2 texture code
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 22 Jul 2006 19:03:31 +0000 |
parents | f3399f779a1d |
children | d4572b97b08f |
files | src/video/SDL_renderer_gl.c |
diffstat | 1 files changed, 32 insertions(+), 3 deletions(-) [+] |
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--- a/src/video/SDL_renderer_gl.c Sat Jul 22 18:01:56 2006 +0000 +++ b/src/video/SDL_renderer_gl.c Sat Jul 22 19:03:31 2006 +0000 @@ -194,9 +194,11 @@ /* Set up parameters for rendering */ glDisable(GL_DEPTH_TEST); glDisable(GL_CULL_FACE); - glEnable(GL_TEXTURE_2D); +#ifdef USE_GL_TEXTURE_RECTANGLE glEnable(GL_TEXTURE_RECTANGLE_ARB); - glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); +#else + glEnable(GL_TEXTURE_2D); +#endif glMatrixMode(GL_PROJECTION); glLoadIdentity(); glMatrixMode(GL_MODELVIEW); @@ -207,6 +209,17 @@ return renderer; } +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) { @@ -215,6 +228,7 @@ GL_TextureData *data; GLint internalFormat; GLenum format, type; + int texture_w, texture_h; switch (texture->format) { case SDL_PixelFormat_Index1LSB: @@ -318,13 +332,23 @@ /* FIXME: Check for GL_ARB_texture_rectangle and GL_EXT_texture_rectangle */ glGenTextures(1, &data->texture); +#ifdef USE_GL_TEXTURE_RECTANGLE data->type = GL_TEXTURE_RECTANGLE_ARB; + texture_w = texture->w; + texture_h = texture->h; data->texw = (GLfloat) texture->w; data->texh = (GLfloat) texture->h; +#else + data->type = GL_TEXTURE_2D; + texture_w = power_of_2(texture->w); + texture_h = power_of_2(texture->h); + data->texw = (GLfloat) texture->w / texture_w; + data->texh = (GLfloat) texture->h / texture_h; +#endif data->format = format; data->formattype = type; glBindTexture(data->type, data->texture); - glTexImage2D(data->type, 0, internalFormat, texture->w, texture->h, 0, + glTexImage2D(data->type, 0, internalFormat, texture_w, texture_h, 0, format, type, NULL); return 0; @@ -478,18 +502,22 @@ switch (blendMode) { case SDL_TextureBlendMode_None: + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); glDisable(GL_BLEND); break; case SDL_TextureBlendMode_Mask: case SDL_TextureBlendMode_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_TextureBlendMode_Add: + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE); break; case SDL_TextureBlendMode_Mod: + glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glEnable(GL_BLEND); glBlendFunc(GL_ZERO, GL_SRC_COLOR); break; @@ -502,6 +530,7 @@ glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_NEAREST); break; case SDL_TextureScaleMode_Slow: + case SDL_TextureScaleMode_Best: glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER, GL_LINEAR); break;