Commit 5c1901a9 authored by Sam Lantinga's avatar Sam Lantinga

Fixed OpenGL blend modes, added power of 2 texture code

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401967
parent 46ad1ad5
......@@ -194,9 +194,11 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
/* 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 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
switch (texture->format) {
case SDL_PixelFormat_Index1LSB:
......@@ -318,13 +332,23 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
/* 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 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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;
......
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