/* 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 && !SDL_RENDER_DISABLED #include "SDL_hints.h" #include "SDL_log.h" #include "SDL_opengl.h" #include "../SDL_sysrender.h" #include "SDL_shaders_gl.h" #ifdef __MACOSX__ #include #endif /* OpenGL renderer implementation */ /* Details on optimizing the texture path on Mac OS X: http://developer.apple.com/library/mac/#documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_texturedata/opengl_texturedata.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 void GL_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect); 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_ACCELERATED | SDL_RENDERER_PRESENTVSYNC), 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 "SDL_glfuncs.h" #undef SDL_PROC void (*glTextureRangeAPPLE) (GLenum target, GLsizei length, const GLvoid * pointer); /* Multitexture support */ SDL_bool GL_ARB_multitexture_supported; PFNGLACTIVETEXTUREARBPROC glActiveTextureARB; int num_texture_units; /* Shader support */ GL_ShaderContext *shaders; } GL_RenderData; typedef struct { GLuint texture; GLenum type; GLfloat texw; GLfloat texh; GLenum format; GLenum formattype; void *pixels; int pitch; SDL_Rect locked_rect; /* YV12 texture support */ SDL_bool yuv; GLuint utexture; GLuint vtexture; } 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 "SDL_glfuncs.h" #undef SDL_PROC return 0; } SDL_Renderer * GL_CreateRenderer(SDL_Window * window, Uint32 flags) { SDL_Renderer *renderer; GL_RenderData *data; const char *hint; 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->SetClipRect = GL_SetClipRect; 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; 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; } if (GL_LoadFunctions(data) < 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"); } /* Check for multitexture support */ if (SDL_GL_ExtensionSupported("GL_ARB_multitexture")) { data->glActiveTextureARB = (PFNGLACTIVETEXTUREARBPROC) SDL_GL_GetProcAddress("glActiveTextureARB"); if (data->glActiveTextureARB) { data->GL_ARB_multitexture_supported = SDL_TRUE; data->glGetIntegerv(GL_MAX_TEXTURE_UNITS_ARB, &data->num_texture_units); } } /* Check for shader support */ hint = SDL_GetHint(SDL_HINT_RENDER_OPENGL_SHADERS); if (!hint || *hint != '0') { data->shaders = GL_CreateShaderContext(); } SDL_LogInfo(SDL_LOG_CATEGORY_RENDER, "OpenGL shaders: %s", data->shaders ? "ENABLED" : "DISABLED"); /* We support YV12 textures using 3 textures and a shader */ if (data->shaders && data->num_texture_units >= 3) { renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_YV12; renderer->info.texture_formats[renderer->info.num_texture_formats++] = SDL_PIXELFORMAT_IYUV; } /* 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);*/ 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_ARGB8888: *internalFormat = GL_RGBA8; *format = GL_BGRA; *type = GL_UNSIGNED_INT_8_8_8_8_REV; break; case SDL_PIXELFORMAT_YV12: case SDL_PIXELFORMAT_IYUV: *internalFormat = GL_LUMINANCE; *format = GL_LUMINANCE; *type = GL_UNSIGNED_BYTE; 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) { size_t size; data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format); size = texture->h * data->pitch; if (texture->format == SDL_PIXELFORMAT_YV12 || texture->format == SDL_PIXELFORMAT_IYUV) { /* Need to add size for the U and V planes */ size += (2 * (texture->h * data->pitch) / 4); } data->pixels = SDL_malloc(size); 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; } if (texture->format == SDL_PIXELFORMAT_YV12 || texture->format == SDL_PIXELFORMAT_IYUV) { data->yuv = SDL_TRUE; renderdata->glGenTextures(1, &data->utexture); renderdata->glGenTextures(1, &data->vtexture); renderdata->glEnable(data->type); renderdata->glBindTexture(data->type, data->utexture); 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); renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2, texture_h/2, 0, format, type, NULL); renderdata->glBindTexture(data->type, data->vtexture); 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); renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w/2, texture_h/2, 0, format, type, NULL); renderdata->glDisable(data->type); } return 0; } 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(); renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1); renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH, (pitch / SDL_BYTESPERPIXEL(texture->format))); 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); if (data->yuv) { /* Skip to the top of the next texture */ const void *top = (const void*)((const Uint8*)pixels + (texture->h-rect->y) * pitch - rect->x); /* Skip to the correct offset into the next texture */ pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2); if (texture->format == SDL_PIXELFORMAT_YV12) { renderdata->glBindTexture(data->type, data->vtexture); } else { renderdata->glBindTexture(data->type, data->utexture); } renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2, rect->w/2, rect->h/2, data->format, data->formattype, pixels); /* Skip to the top of the next texture */ top = (const void*)((const Uint8*)top + (texture->h * pitch)/4); /* Skip to the correct offset into the next texture */ pixels = (const void*)((const Uint8*)top + (rect->y / 2) * pitch + rect->x / 2); if (texture->format == SDL_PIXELFORMAT_YV12) { renderdata->glBindTexture(data->type, data->utexture); } else { renderdata->glBindTexture(data->type, data->vtexture); } renderdata->glTexSubImage2D(data->type, 0, rect->x/2, rect->y/2, rect->w/2, rect->h/2, 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; data->locked_rect = *rect; *pixels = (void *) ((Uint8 *) data->pixels + rect->y * data->pitch + rect->x * SDL_BYTESPERPIXEL(texture->format)); *pitch = data->pitch; return 0; } static void GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture) { GL_TextureData *data = (GL_TextureData *) texture->driverdata; const SDL_Rect *rect; void *pixels; rect = &data->locked_rect; pixels = (void *) ((Uint8 *) data->pixels + rect->y * data->pitch + rect->x * SDL_BYTESPERPIXEL(texture->format)); GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch); } static void GL_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; GL_ActivateRenderer(renderer); if (rect) { int w, h; SDL_GetWindowSize(renderer->window, &w, &h); data->glScissor(rect->x, (h-(rect->y+rect->h)), rect->w, rect->h); data->glEnable(GL_SCISSOR_TEST); } else { data->glDisable(GL_SCISSOR_TEST); } } 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); GL_SelectShader(data->shaders, SHADER_SOLID); 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); GL_SelectShader(data->shaders, SHADER_SOLID); 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); GL_SelectShader(data->shaders, SHADER_SOLID); 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); if (texturedata->yuv) { data->glActiveTextureARB(GL_TEXTURE2_ARB); data->glBindTexture(texturedata->type, texturedata->vtexture); data->glActiveTextureARB(GL_TEXTURE1_ARB); data->glBindTexture(texturedata->type, texturedata->utexture); data->glActiveTextureARB(GL_TEXTURE0_ARB); } 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); if (texturedata->yuv) { GL_SelectShader(data->shaders, SHADER_YV12); } else { GL_SelectShader(data->shaders, SHADER_RGB); } 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->yuv) { renderdata->glDeleteTextures(1, &data->utexture); renderdata->glDeleteTextures(1, &data->vtexture); } 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 && !SDL_RENDER_DISABLED */ /* vi: set ts=4 sw=4 expandtab: */