--- /dev/null Thu Jan 01 00:00:00 1970 +0000
+++ b/src/render/opengl/SDL_render_gl.c Sat Feb 05 12:01:11 2011 -0800
@@ -0,0 +1,826 @@
+/*
+ SDL - Simple DirectMedia Layer
+ Copyright (C) 1997-2010 Sam Lantinga
+
+ This library is free software; you can redistribute it and/or
+ modify it under the terms of the GNU Lesser General Public
+ License as published by the Free Software Foundation; either
+ version 2.1 of the License, or (at your option) any later version.
+
+ This library is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ Lesser General Public License for more details.
+
+ You should have received a copy of the GNU Lesser General Public
+ License along with this library; if not, write to the Free Software
+ Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+
+ Sam Lantinga
+ slouken@libsdl.org
+*/
+#include "SDL_config.h"
+
+#if SDL_VIDEO_RENDER_OGL
+
+#include "SDL_opengl.h"
+#include "../SDL_sysrender.h"
+
+#ifdef __MACOSX__
+#include <OpenGL/OpenGL.h>
+#endif
+
+
+/* OpenGL renderer implementation */
+
+/* Details on optimizing the texture path on Mac OS X:
+ http://developer.apple.com/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/chapter_10_section_2.html
+*/
+
+/* Used to re-create the window with OpenGL capability */
+extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
+
+static const float inv255f = 1.0f / 255.0f;
+
+static SDL_Renderer *GL_CreateRenderer(SDL_Window * window, Uint32 flags);
+static void GL_WindowEvent(SDL_Renderer * renderer,
+ const SDL_WindowEvent *event);
+static int GL_CreateTexture(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, void **pixels, int *pitch);
+static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static int GL_RenderClear(SDL_Renderer * renderer);
+static int GL_RenderDrawPoints(SDL_Renderer * renderer,
+ const SDL_Point * points, int count);
+static int GL_RenderDrawLines(SDL_Renderer * renderer,
+ const SDL_Point * points, int count);
+static int GL_RenderFillRects(SDL_Renderer * renderer,
+ const SDL_Rect ** rects, int count);
+static int GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_Rect * dstrect);
+static int GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+ Uint32 pixel_format, void * pixels, int pitch);
+static void GL_RenderPresent(SDL_Renderer * renderer);
+static void GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture);
+static void GL_DestroyRenderer(SDL_Renderer * renderer);
+
+
+SDL_RenderDriver GL_RenderDriver = {
+ GL_CreateRenderer,
+ {
+ "opengl",
+ (SDL_RENDERER_PRESENTVSYNC | SDL_RENDERER_ACCELERATED),
+ 1,
+ {SDL_PIXELFORMAT_ARGB8888},
+ 0,
+ 0}
+};
+
+typedef struct
+{
+ SDL_GLContext context;
+ SDL_bool updateSize;
+ SDL_bool GL_ARB_texture_rectangle_supported;
+ int blendMode;
+
+ /* OpenGL functions */
+#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
+#include "../../video/SDL_glfuncs.h"
+#undef SDL_PROC
+
+ void (*glTextureRangeAPPLE) (GLenum target, GLsizei length,
+ const GLvoid * pointer);
+} GL_RenderData;
+
+typedef struct
+{
+ GLuint texture;
+ GLenum type;
+ GLfloat texw;
+ GLfloat texh;
+ GLenum format;
+ GLenum formattype;
+ void *pixels;
+ int pitch;
+} GL_TextureData;
+
+
+static void
+GL_SetError(const char *prefix, GLenum result)
+{
+ const char *error;
+
+ switch (result) {
+ case GL_NO_ERROR:
+ error = "GL_NO_ERROR";
+ break;
+ case GL_INVALID_ENUM:
+ error = "GL_INVALID_ENUM";
+ break;
+ case GL_INVALID_VALUE:
+ error = "GL_INVALID_VALUE";
+ break;
+ case GL_INVALID_OPERATION:
+ error = "GL_INVALID_OPERATION";
+ break;
+ case GL_STACK_OVERFLOW:
+ error = "GL_STACK_OVERFLOW";
+ break;
+ case GL_STACK_UNDERFLOW:
+ error = "GL_STACK_UNDERFLOW";
+ break;
+ case GL_OUT_OF_MEMORY:
+ error = "GL_OUT_OF_MEMORY";
+ break;
+ case GL_TABLE_TOO_LARGE:
+ error = "GL_TABLE_TOO_LARGE";
+ break;
+ default:
+ error = "UNKNOWN";
+ break;
+ }
+ SDL_SetError("%s: %s", prefix, error);
+}
+
+static int
+GL_LoadFunctions(GL_RenderData * data)
+{
+#ifdef __SDL_NOGETPROCADDR__
+#define SDL_PROC(ret,func,params) data->func=func;
+#else
+#define SDL_PROC(ret,func,params) \
+ do { \
+ data->func = SDL_GL_GetProcAddress(#func); \
+ if ( ! data->func ) { \
+ SDL_SetError("Couldn't load GL function %s: %s\n", #func, SDL_GetError()); \
+ return -1; \
+ } \
+ } while ( 0 );
+#endif /* __SDL_NOGETPROCADDR__ */
+
+#include "../../video/SDL_glfuncs.h"
+#undef SDL_PROC
+ return 0;
+}
+
+SDL_Renderer *
+GL_CreateRenderer(SDL_Window * window, Uint32 flags)
+{
+ SDL_Renderer *renderer;
+ GL_RenderData *data;
+ GLint value;
+ Uint32 window_flags;
+
+ window_flags = SDL_GetWindowFlags(window);
+ 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->WindowEvent = GL_WindowEvent;
+ renderer->CreateTexture = GL_CreateTexture;
+ renderer->UpdateTexture = GL_UpdateTexture;
+ renderer->LockTexture = GL_LockTexture;
+ renderer->UnlockTexture = GL_UnlockTexture;
+ renderer->RenderClear = GL_RenderClear;
+ renderer->RenderDrawPoints = GL_RenderDrawPoints;
+ renderer->RenderDrawLines = GL_RenderDrawLines;
+ renderer->RenderFillRects = GL_RenderFillRects;
+ renderer->RenderCopy = GL_RenderCopy;
+ renderer->RenderReadPixels = GL_RenderReadPixels;
+ renderer->RenderPresent = GL_RenderPresent;
+ renderer->DestroyTexture = GL_DestroyTexture;
+ renderer->DestroyRenderer = GL_DestroyRenderer;
+ renderer->info = GL_RenderDriver.info;
+ renderer->driverdata = data;
+
+ renderer->info.flags = SDL_RENDERER_ACCELERATED;
+
+ if (GL_LoadFunctions(data) < 0) {
+ GL_DestroyRenderer(renderer);
+ return NULL;
+ }
+
+ data->context = SDL_GL_CreateContext(window);
+ if (!data->context) {
+ GL_DestroyRenderer(renderer);
+ return NULL;
+ }
+ if (SDL_GL_MakeCurrent(window, data->context) < 0) {
+ GL_DestroyRenderer(renderer);
+ return NULL;
+ }
+#ifdef __MACOSX__
+ /* Enable multi-threaded rendering */
+ /* Disabled until Ryan finishes his VBO/PBO code...
+ CGLEnable(CGLGetCurrentContext(), kCGLCEMPEngine);
+ */
+#endif
+
+ 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;
+ }
+
+ data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
+ renderer->info.max_texture_width = value;
+ data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
+ renderer->info.max_texture_height = value;
+
+ if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
+ || SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
+ data->GL_ARB_texture_rectangle_supported = SDL_TRUE;
+ }
+ if (SDL_GL_ExtensionSupported("GL_APPLE_texture_range")) {
+ data->glTextureRangeAPPLE =
+ (void (*)(GLenum, GLsizei, const GLvoid *))
+ SDL_GL_GetProcAddress("glTextureRangeAPPLE");
+ }
+
+ /* Set up parameters for rendering */
+ data->blendMode = -1;
+ data->glDisable(GL_DEPTH_TEST);
+ data->glDisable(GL_CULL_FACE);
+ /* This ended up causing video discrepancies between OpenGL and Direct3D */
+ /*data->glEnable(GL_LINE_SMOOTH);*/
+ if (data->GL_ARB_texture_rectangle_supported) {
+ data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
+ } else {
+ data->glEnable(GL_TEXTURE_2D);
+ }
+ data->updateSize = SDL_TRUE;
+
+ return renderer;
+}
+
+static SDL_GLContext SDL_CurrentContext = NULL;
+
+static int
+GL_ActivateRenderer(SDL_Renderer * renderer)
+{
+ GL_RenderData *data = (GL_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);
+ data->glMatrixMode(GL_PROJECTION);
+ data->glLoadIdentity();
+ data->glMatrixMode(GL_MODELVIEW);
+ data->glLoadIdentity();
+ data->glViewport(0, 0, w, h);
+ data->glOrtho(0.0, (GLdouble) w, (GLdouble) h, 0.0, 0.0, 1.0);
+ data->updateSize = SDL_FALSE;
+ }
+ return 0;
+}
+
+static void
+GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ if (event->event == SDL_WINDOWEVENT_RESIZED) {
+ /* 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 __inline__ SDL_bool
+convert_format(GL_RenderData *renderdata, Uint32 pixel_format,
+ GLint* internalFormat, GLenum* format, GLenum* type)
+{
+ switch (pixel_format) {
+ case SDL_PIXELFORMAT_RGB888:
+ case SDL_PIXELFORMAT_ARGB8888:
+ *internalFormat = GL_RGBA8;
+ *format = GL_BGRA;
+ *type = GL_UNSIGNED_INT_8_8_8_8_REV;
+ break;
+ default:
+ return SDL_FALSE;
+ }
+ return SDL_TRUE;
+}
+
+static int
+GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *data;
+ GLint internalFormat;
+ GLenum format, type;
+ int texture_w, texture_h;
+ GLenum result;
+
+ GL_ActivateRenderer(renderer);
+
+ if (!convert_format(renderdata, texture->format, &internalFormat,
+ &format, &type)) {
+ SDL_SetError("Texture format %s not supported by OpenGL",
+ SDL_GetPixelFormatName(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);
+ if (renderdata->GL_ARB_texture_rectangle_supported) {
+ data->type = GL_TEXTURE_RECTANGLE_ARB;
+ texture_w = texture->w;
+ texture_h = texture->h;
+ data->texw = (GLfloat) texture_w;
+ data->texh = (GLfloat) texture_h;
+ } else {
+ data->type = GL_TEXTURE_2D;
+ texture_w = power_of_2(texture->w);
+ texture_h = power_of_2(texture->h);
+ data->texw = (GLfloat) (texture->w) / texture_w;
+ data->texh = (GLfloat) texture->h / texture_h;
+ }
+
+ data->format = format;
+ data->formattype = type;
+ renderdata->glEnable(data->type);
+ renderdata->glBindTexture(data->type, data->texture);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
+ GL_LINEAR);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
+ GL_LINEAR);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S,
+ GL_CLAMP_TO_EDGE);
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T,
+ GL_CLAMP_TO_EDGE);
+#ifdef __MACOSX__
+#ifndef GL_TEXTURE_STORAGE_HINT_APPLE
+#define GL_TEXTURE_STORAGE_HINT_APPLE 0x85BC
+#endif
+#ifndef STORAGE_CACHED_APPLE
+#define STORAGE_CACHED_APPLE 0x85BE
+#endif
+#ifndef STORAGE_SHARED_APPLE
+#define STORAGE_SHARED_APPLE 0x85BF
+#endif
+ if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
+ GL_STORAGE_SHARED_APPLE);
+ } else {
+ renderdata->glTexParameteri(data->type, GL_TEXTURE_STORAGE_HINT_APPLE,
+ GL_STORAGE_CACHED_APPLE);
+ }
+ if (texture->access == SDL_TEXTUREACCESS_STREAMING
+ && texture->format == SDL_PIXELFORMAT_ARGB8888) {
+ renderdata->glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, GL_TRUE);
+ renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
+ texture_h, 0, format, type, data->pixels);
+ }
+ else
+#endif
+ {
+ renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
+ texture_h, 0, format, type, NULL);
+ }
+ renderdata->glDisable(data->type);
+ result = renderdata->glGetError();
+ if (result != GL_NO_ERROR) {
+ GL_SetError("glTexImage2D()", result);
+ return -1;
+ }
+ return 0;
+}
+
+static void
+SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
+ int pitch)
+{
+ renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+ renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
+ (pitch / SDL_BYTESPERPIXEL(texture->format)));
+}
+
+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;
+
+ GL_ActivateRenderer(renderer);
+
+ renderdata->glGetError();
+ SetupTextureUpdate(renderdata, texture, pitch);
+ renderdata->glEnable(data->type);
+ renderdata->glBindTexture(data->type, data->texture);
+ renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
+ rect->h, data->format, data->formattype,
+ pixels);
+ renderdata->glDisable(data->type);
+ 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, void **pixels, int *pitch)
+{
+ GL_TextureData *data = (GL_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
+GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
+{
+ GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *data = (GL_TextureData *) texture->driverdata;
+
+ GL_ActivateRenderer(renderer);
+
+ SetupTextureUpdate(renderdata, texture, data->pitch);
+ renderdata->glEnable(data->type);
+ renderdata->glBindTexture(data->type, data->texture);
+ renderdata->glTexSubImage2D(data->type, 0, 0, 0, texture->w, texture->h,
+ data->format, data->formattype, data->pixels);
+ renderdata->glDisable(data->type);
+}
+
+static void
+GL_SetBlendMode(GL_RenderData * data, int blendMode)
+{
+ if (blendMode != data->blendMode) {
+ switch (blendMode) {
+ case SDL_BLENDMODE_NONE:
+ data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
+ data->glDisable(GL_BLEND);
+ break;
+ case SDL_BLENDMODE_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_BLENDMODE_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_BLENDMODE_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 = blendMode;
+ }
+}
+
+static int
+GL_RenderClear(SDL_Renderer * renderer)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+
+ GL_ActivateRenderer(renderer);
+
+ data->glClearColor((GLfloat) renderer->r * inv255f,
+ (GLfloat) renderer->g * inv255f,
+ (GLfloat) renderer->b * inv255f,
+ (GLfloat) renderer->a * inv255f);
+
+ data->glClear(GL_COLOR_BUFFER_BIT);
+
+ return 0;
+}
+
+static int
+GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
+ int count)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ int i;
+
+ GL_ActivateRenderer(renderer);
+
+ GL_SetBlendMode(data, renderer->blendMode);
+
+ data->glColor4f((GLfloat) renderer->r * inv255f,
+ (GLfloat) renderer->g * inv255f,
+ (GLfloat) renderer->b * inv255f,
+ (GLfloat) renderer->a * inv255f);
+
+ data->glBegin(GL_POINTS);
+ for (i = 0; i < count; ++i) {
+ data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
+ }
+ data->glEnd();
+
+ return 0;
+}
+
+static int
+GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
+ int count)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ int i;
+
+ GL_ActivateRenderer(renderer);
+
+ GL_SetBlendMode(data, renderer->blendMode);
+
+ data->glColor4f((GLfloat) renderer->r * inv255f,
+ (GLfloat) renderer->g * inv255f,
+ (GLfloat) renderer->b * inv255f,
+ (GLfloat) renderer->a * inv255f);
+
+ if (count > 2 &&
+ points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
+ data->glBegin(GL_LINE_LOOP);
+ /* GL_LINE_LOOP takes care of the final segment */
+ --count;
+ for (i = 0; i < count; ++i) {
+ data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
+ }
+ data->glEnd();
+ } else {
+#if defined(__APPLE__) || defined(__WIN32__)
+#else
+ int x1, y1, x2, y2;
+#endif
+
+ data->glBegin(GL_LINE_STRIP);
+ for (i = 0; i < count; ++i) {
+ data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
+ }
+ data->glEnd();
+
+ /* The line is half open, so we need one more point to complete it.
+ * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
+ * If we have to, we can use vertical line and horizontal line textures
+ * for vertical and horizontal lines, and then create custom textures
+ * for diagonal lines and software render those. It's terrible, but at
+ * least it would be pixel perfect.
+ */
+ data->glBegin(GL_POINTS);
+#if defined(__APPLE__) || defined(__WIN32__)
+ /* Mac OS X and Windows seem to always leave the second point open */
+ data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y);
+#else
+ /* Linux seems to leave the right-most or bottom-most point open */
+ x1 = points[0].x;
+ y1 = points[0].y;
+ x2 = points[count-1].x;
+ y2 = points[count-1].y;
+
+ if (x1 > x2) {
+ data->glVertex2f(0.5f + x1, 0.5f + y1);
+ } else if (x2 > x1) {
+ data->glVertex2f(0.5f + x2, 0.5f + y2);
+ } else if (y1 > y2) {
+ data->glVertex2f(0.5f + x1, 0.5f + y1);
+ } else if (y2 > y1) {
+ data->glVertex2f(0.5f + x2, 0.5f + y2);
+ }
+#endif
+ data->glEnd();
+ }
+
+ return 0;
+}
+
+static int
+GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ int i;
+
+ GL_ActivateRenderer(renderer);
+
+ GL_SetBlendMode(data, renderer->blendMode);
+
+ data->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];
+
+ data->glRecti(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h);
+ }
+
+ return 0;
+}
+
+static int
+GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
+ const SDL_Rect * srcrect, const SDL_Rect * dstrect)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
+ int minx, miny, maxx, maxy;
+ GLfloat minu, maxu, minv, maxv;
+
+ GL_ActivateRenderer(renderer);
+
+ minx = dstrect->x;
+ miny = dstrect->y;
+ maxx = dstrect->x + dstrect->w;
+ maxy = dstrect->y + dstrect->h;
+
+ minu = (GLfloat) srcrect->x / texture->w;
+ minu *= texturedata->texw;
+ maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
+ maxu *= texturedata->texw;
+ minv = (GLfloat) srcrect->y / texture->h;
+ minv *= texturedata->texh;
+ maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
+ maxv *= texturedata->texh;
+
+ data->glEnable(texturedata->type);
+ data->glBindTexture(texturedata->type, texturedata->texture);
+
+ if (texture->modMode) {
+ data->glColor4f((GLfloat) texture->r * inv255f,
+ (GLfloat) texture->g * inv255f,
+ (GLfloat) texture->b * inv255f,
+ (GLfloat) texture->a * inv255f);
+ } else {
+ data->glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
+ }
+
+ GL_SetBlendMode(data, texture->blendMode);
+
+ data->glBegin(GL_TRIANGLE_STRIP);
+ data->glTexCoord2f(minu, minv);
+ data->glVertex2f((GLfloat) minx, (GLfloat) miny);
+ data->glTexCoord2f(maxu, minv);
+ data->glVertex2f((GLfloat) maxx, (GLfloat) miny);
+ data->glTexCoord2f(minu, maxv);
+ data->glVertex2f((GLfloat) minx, (GLfloat) maxy);
+ data->glTexCoord2f(maxu, maxv);
+ data->glVertex2f((GLfloat) maxx, (GLfloat) maxy);
+ data->glEnd();
+
+ data->glDisable(texturedata->type);
+
+ return 0;
+}
+
+static int
+GL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
+ Uint32 pixel_format, void * pixels, int pitch)
+{
+ GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
+ SDL_Window *window = renderer->window;
+ GLint internalFormat;
+ GLenum format, type;
+ Uint8 *src, *dst, *tmp;
+ int w, h, length, rows;
+
+ GL_ActivateRenderer(renderer);
+
+ if (!convert_format(data, pixel_format, &internalFormat, &format, &type)) {
+ /* FIXME: Do a temp copy to a format that is supported */
+ SDL_SetError("Unsupported pixel format");
+ return -1;
+ }
+
+ SDL_GetWindowSize(window, &w, &h);
+
+ data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
+ data->glPixelStorei(GL_PACK_ROW_LENGTH,
+ (pitch / SDL_BYTESPERPIXEL(pixel_format)));
+
+ data->glReadPixels(rect->x, (h-rect->y)-rect->h, rect->w, rect->h,
+ format, type, pixels);
+
+ /* Flip the rows to be top-down */
+ length = rect->w * SDL_BYTESPERPIXEL(pixel_format);
+ src = (Uint8*)pixels + (rect->h-1)*pitch;
+ dst = (Uint8*)pixels;
+ tmp = SDL_stack_alloc(Uint8, length);
+ rows = rect->h / 2;
+ while (rows--) {
+ SDL_memcpy(tmp, dst, length);
+ SDL_memcpy(dst, src, length);
+ SDL_memcpy(src, tmp, length);
+ dst += pitch;
+ src -= pitch;
+ }
+ SDL_stack_free(tmp);
+
+ return 0;
+}
+
+static void
+GL_RenderPresent(SDL_Renderer * renderer)
+{
+ GL_ActivateRenderer(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;
+
+ GL_ActivateRenderer(renderer);
+
+ if (!data) {
+ return;
+ }
+ if (data->texture) {
+ renderdata->glDeleteTextures(1, &data->texture);
+ }
+ if (data->pixels) {
+ SDL_free(data->pixels);
+ }
+ 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: */