Commit 82536588 authored by Sam Lantinga's avatar Sam Lantinga

Added function SDL_RenderSetClipRect()

parent 42bac7a3
......@@ -363,6 +363,18 @@ extern DECLSPEC int SDLCALL SDL_LockTexture(SDL_Texture * texture,
*/
extern DECLSPEC void SDLCALL SDL_UnlockTexture(SDL_Texture * texture);
/**
* \brief Set the clipping rectangle for rendering on the current target
*
* \param rect The rectangle to clip rendering to, or NULL to disable clipping.
*
* The contents of the window are not defined after calling
* SDL_RenderPresent(), so you should clear the clip rectangle and draw
* over the entire window each frame.
*/
extern DECLSPEC void SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
const SDL_Rect * rect);
/**
* \brief Set the color used for drawing operations (Fill and Line).
*
......
......@@ -725,6 +725,14 @@ SDL_UnlockTexture(SDL_Texture * texture)
}
}
void
SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
CHECK_RENDERER_MAGIC(renderer, );
renderer->SetClipRect(renderer, rect);
}
int
SDL_SetRenderDrawColor(SDL_Renderer * renderer,
Uint8 r, Uint8 g, Uint8 b, Uint8 a)
......
......@@ -78,6 +78,7 @@ struct SDL_Renderer
int (*LockTexture) (SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
void (*UnlockTexture) (SDL_Renderer * renderer, SDL_Texture * texture);
void (*SetClipRect) (SDL_Renderer * renderer, const SDL_Rect *rect);
int (*RenderClear) (SDL_Renderer * renderer);
int (*RenderDrawPoints) (SDL_Renderer * renderer, const SDL_Point * points,
int count);
......
......@@ -96,6 +96,7 @@ static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
static int D3D_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void D3D_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect);
static int D3D_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int D3D_RenderDrawLines(SDL_Renderer * renderer,
......@@ -308,6 +309,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->UpdateTexture = D3D_UpdateTexture;
renderer->LockTexture = D3D_LockTexture;
renderer->UnlockTexture = D3D_UnlockTexture;
renderer->SetClipRect = D3D_SetClipRect;
renderer->RenderDrawPoints = D3D_RenderDrawPoints;
renderer->RenderDrawLines = D3D_RenderDrawLines;
renderer->RenderFillRects = D3D_RenderFillRects;
......@@ -601,6 +603,27 @@ D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
IDirect3DTexture9_UnlockRect(data->texture, 0);
}
static void
D3D_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
if (rect) {
RECT d3drect;
d3drect.left = rect->x;
d3drect.right = rect->x + rect->w;
d3drect.top = rect->y;
d3drect.bottom = rect->y + rect->h;
IDirect3DDevice9_SetScissorRect(data->device, &d3drect);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE,
TRUE);
} else {
IDirect3DDevice9_SetRenderState(data->device, D3DRS_SCISSORTESTENABLE,
FALSE);
}
}
static void
D3D_SetBlendMode(D3D_RenderData * data, int blendMode)
{
......
......@@ -337,8 +337,7 @@ SDL_PROC_UNUSED(void, glRotatef,
(GLfloat angle, GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glScaled, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glScalef, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glScissor,
(GLint x, GLint y, GLsizei width, GLsizei height))
SDL_PROC(void, glScissor, (GLint x, GLint y, GLsizei width, GLsizei height))
SDL_PROC_UNUSED(void, glSelectBuffer, (GLsizei size, GLuint * buffer))
SDL_PROC_UNUSED(void, glShadeModel, (GLenum mode))
SDL_PROC_UNUSED(void, glStencilFunc, (GLenum func, GLint ref, GLuint mask))
......
......@@ -52,6 +52,7 @@ static int GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
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);
......@@ -199,6 +200,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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;
......@@ -510,6 +512,24 @@ GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
renderdata->glDisable(data->type);
}
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)
{
......
......@@ -56,6 +56,7 @@ 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,
......@@ -172,6 +173,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
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;
......@@ -443,6 +445,22 @@ GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
glDisable(data->type);
}
static void
GLES_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
GL_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)
{
......
......@@ -133,10 +133,10 @@ typedef struct GLES2_DriverContext
* Renderer state APIs *
*************************************************************************************************/
static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
static void GLES2_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
static int GLES2_DisplayModeChanged(SDL_Renderer *renderer);
static void GLES2_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect);
static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
static SDL_GLContext SDL_CurrentContext = NULL;
......@@ -178,6 +178,22 @@ GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
}
}
static void
GLES2_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
GLES2_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
GLES2_DestroyRenderer(SDL_Renderer *renderer)
{
......@@ -761,6 +777,8 @@ GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
* Rendering functions *
*************************************************************************************************/
static const float inv255f = 1.0f / 255.0f;
static int GLES2_RenderClear(SDL_Renderer *renderer);
static int GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int count);
static int GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count);
......@@ -772,10 +790,10 @@ static void GLES2_RenderPresent(SDL_Renderer *renderer);
static int
GLES2_RenderClear(SDL_Renderer *renderer)
{
float r = (float)renderer->r / 255.0f;
float g = (float)renderer->g / 255.0f;
float b = (float)renderer->b / 255.0f;
float a = (float)renderer->a / 255.0f;
float r = (float)renderer->r * inv255f;
float g = (float)renderer->g * inv255f;
float b = (float)renderer->b * inv255f;
float a = (float)renderer->a * inv255f;
GLES2_ActivateRenderer(renderer);
......@@ -832,10 +850,10 @@ GLES2_RenderDrawPoints(SDL_Renderer *renderer, const SDL_Point *points, int coun
locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
glGetError();
glUniform4f(locColor,
renderer->r / 255.0f,
renderer->g / 255.0f,
renderer->b / 255.0f,
alpha / 255.0f);
renderer->r * inv255f,
renderer->g * inv255f,
renderer->b * inv255f,
alpha * inv255f);
/* Configure the correct blend mode */
GLES2_SetBlendMode(blendMode);
......@@ -886,10 +904,10 @@ GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count
locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
glGetError();
glUniform4f(locColor,
renderer->r / 255.0f,
renderer->g / 255.0f,
renderer->b / 255.0f,
alpha / 255.0f);
renderer->r * inv255f,
renderer->g * inv255f,
renderer->b * inv255f,
alpha * inv255f);
/* Configure the correct blend mode */
GLES2_SetBlendMode(blendMode);
......@@ -940,10 +958,10 @@ GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect **rects, int count)
locColor = rdata->current_program->uniform_locations[GLES2_UNIFORM_COLOR];
glGetError();
glUniform4f(locColor,
renderer->r / 255.0f,
renderer->g / 255.0f,
renderer->b / 255.0f,
alpha / 255.0f);
renderer->r * inv255f,
renderer->g * inv255f,
renderer->b * inv255f,
alpha * inv255f);
/* Configure the correct blend mode */
GLES2_SetBlendMode(blendMode);
......@@ -1014,10 +1032,10 @@ GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *s
/* Configure color modulation */
locModulation = rdata->current_program->uniform_locations[GLES2_UNIFORM_MODULATION];
glUniform4f(locModulation,
texture->r / 255.0f,
texture->g / 255.0f,
texture->b / 255.0f,
alpha / 255.0f);
texture->r * inv255f,
texture->g * inv255f,
texture->b * inv255f,
alpha * inv255f);
/* Emit the textured quad */
glEnableVertexAttribArray(GLES2_ATTRIBUTE_TEXCOORD);
......@@ -1066,6 +1084,9 @@ GLES2_RenderPresent(SDL_Renderer *renderer)
#define GL_NVIDIA_PLATFORM_BINARY_NV 0x890B
/* Used to re-create the window with OpenGL capability */
extern int SDL_RecreateWindow(SDL_Window * window, Uint32 flags);
static SDL_Renderer *
GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
{
......@@ -1168,6 +1189,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->UpdateTexture = &GLES2_UpdateTexture;
renderer->LockTexture = &GLES2_LockTexture;
renderer->UnlockTexture = &GLES2_UnlockTexture;
renderer->SetClipRect = &GLES2_SetClipRect;
renderer->RenderClear = &GLES2_RenderClear;
renderer->RenderDrawPoints = &GLES2_RenderDrawPoints;
renderer->RenderDrawLines = &GLES2_RenderDrawLines;
......
......@@ -50,6 +50,7 @@ static int SW_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
static int SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, void **pixels, int *pitch);
static void SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static void SW_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect);
static int SW_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int SW_RenderDrawLines(SDL_Renderer * renderer,
......@@ -125,6 +126,7 @@ SW_CreateRendererForSurface(SDL_Surface * surface)
renderer->UpdateTexture = SW_UpdateTexture;
renderer->LockTexture = SW_LockTexture;
renderer->UnlockTexture = SW_UnlockTexture;
renderer->SetClipRect = SW_SetClipRect;
renderer->DestroyTexture = SW_DestroyTexture;
renderer->RenderDrawPoints = SW_RenderDrawPoints;
renderer->RenderDrawLines = SW_RenderDrawLines;
......@@ -266,6 +268,17 @@ SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
}
static void
SW_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
SDL_Surface *surface = SW_ActivateRenderer(renderer);
if (!surface) {
return;
}
SDL_SetClipRect(surface, rect);
}
static int
SW_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
......
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