Commit c804b92b authored by Sam Lantinga's avatar Sam Lantinga

Changed the concept of a render clip rect to a render viewport.

The render viewport is automatically re-centered when the window changes size, so applications that don't care will not have to handle recalculating their rendering coordinates.

Fixed API for drawing and filling multiple rectangles - the parameter should be an array of rects, not an array of pointers to rects.

Fixed API for updating window rects for consistency with other APIs - the order is pointer to array followed by count in array.
parent 32d70d6f
......@@ -364,16 +364,23 @@ 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
* \brief Set the drawing area for rendering on the current target.
*
* \param rect The rectangle to clip rendering to, or NULL to disable clipping.
* \param rect The rectangle representing the drawing area, or NULL to set the viewport to the entire target.
*
* 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.
* The x,y of the viewport rect represents the origin for rendering.
*
* \note When the window is resized, the current viewport is automatically
* centered within the new window size.
*/
extern DECLSPEC void SDLCALL SDL_RenderSetClipRect(SDL_Renderer * renderer,
const SDL_Rect * rect);
extern DECLSPEC int SDLCALL SDL_RenderSetViewport(SDL_Renderer * renderer,
const SDL_Rect * rect);
/**
* \brief Get the drawing area for the current target.
*/
extern DECLSPEC void SDLCALL SDL_RenderGetViewport(SDL_Renderer * renderer,
SDL_Rect * rect);
/**
* \brief Set the color used for drawing operations (Fill and Line).
......@@ -434,6 +441,8 @@ extern DECLSPEC int SDLCALL SDL_GetRenderDrawBlendMode(SDL_Renderer * renderer,
/**
* \brief Clear the current rendering target with the drawing color
*
* This function clears the entire rendering target, ignoring the viewport.
*/
extern DECLSPEC int SDLCALL SDL_RenderClear(SDL_Renderer * renderer);
......@@ -504,7 +513,7 @@ extern DECLSPEC int SDLCALL SDL_RenderDrawRect(SDL_Renderer * renderer,
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderDrawRects(SDL_Renderer * renderer,
const SDL_Rect ** rects,
const SDL_Rect * rects,
int count);
/**
......@@ -527,7 +536,7 @@ extern DECLSPEC int SDLCALL SDL_RenderFillRect(SDL_Renderer * renderer,
* \return 0 on success, or -1 on error
*/
extern DECLSPEC int SDLCALL SDL_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rect,
const SDL_Rect * rect,
int count);
/**
......
......@@ -374,7 +374,7 @@ extern DECLSPEC int SDLCALL SDL_ConvertPixels(int width, int height,
extern DECLSPEC int SDLCALL SDL_FillRect
(SDL_Surface * dst, const SDL_Rect * rect, Uint32 color);
extern DECLSPEC int SDLCALL SDL_FillRects
(SDL_Surface * dst, const SDL_Rect ** rects, int count, Uint32 color);
(SDL_Surface * dst, const SDL_Rect * rects, int count, Uint32 color);
/**
* Performs a fast blit from the source surface to the destination surface.
......
......@@ -581,8 +581,8 @@ extern DECLSPEC int SDLCALL SDL_UpdateWindowSurface(SDL_Window * window);
* \sa SDL_UpdateWindowSurfaceRect()
*/
extern DECLSPEC int SDLCALL SDL_UpdateWindowSurfaceRects(SDL_Window * window,
int numrects,
SDL_Rect * rects);
SDL_Rect * rects,
int numrects);
/**
* \brief Set a window's input grab mode.
......
......@@ -785,10 +785,10 @@ SDL_UpdateRects(SDL_Surface * screen, int numrects, SDL_Rect * rects)
stackrect->w = rect->w;
stackrect->h = rect->h;
}
SDL_UpdateWindowSurfaceRects(SDL_VideoWindow, numrects, stackrects);
SDL_UpdateWindowSurfaceRects(SDL_VideoWindow, stackrects, numrects);
SDL_stack_free(stackrects);
} else {
SDL_UpdateWindowSurfaceRects(SDL_VideoWindow, numrects, rects);
SDL_UpdateWindowSurfaceRects(SDL_VideoWindow, rects, numrects);
}
}
}
......
......@@ -89,10 +89,25 @@ SDL_RendererEventWatch(void *userdata, SDL_Event *event)
{
SDL_Renderer *renderer = (SDL_Renderer *)userdata;
if (event->type == SDL_WINDOWEVENT && renderer->WindowEvent) {
if (event->type == SDL_WINDOWEVENT) {
SDL_Window *window = SDL_GetWindowFromID(event->window.windowID);
if (window == renderer->window) {
renderer->WindowEvent(renderer, &event->window);
if (renderer->WindowEvent) {
renderer->WindowEvent(renderer, &event->window);
}
if (event->window.event == SDL_WINDOWEVENT_SIZE_CHANGED) {
/* Try to keep the previous viewport centered */
int w, h;
SDL_Rect viewport;
SDL_GetWindowSize(window, &w, &h);
viewport.x = (w - renderer->viewport.w) / 2;
viewport.y = (h - renderer->viewport.h) / 2;
viewport.w = renderer->viewport.w;
viewport.h = renderer->viewport.h;
SDL_RenderSetViewport(renderer, &viewport);
}
}
}
return 0;
......@@ -160,6 +175,8 @@ SDL_CreateRenderer(SDL_Window * window, int index, Uint32 flags)
renderer->magic = &renderer_magic;
renderer->window = window;
SDL_RenderSetViewport(renderer, NULL);
SDL_AddEventWatch(SDL_RendererEventWatch, renderer);
SDL_LogInfo(SDL_LOG_CATEGORY_RENDER,
......@@ -172,7 +189,16 @@ SDL_Renderer *
SDL_CreateSoftwareRenderer(SDL_Surface * surface)
{
#if !SDL_RENDER_DISABLED
return SW_CreateRendererForSurface(surface);
SDL_Renderer *renderer;
renderer = SW_CreateRendererForSurface(surface);
if (renderer) {
renderer->magic = &renderer_magic;
SDL_RenderSetViewport(renderer, NULL);
}
return renderer;
#else
SDL_SetError("SDL not built with rendering support");
return NULL;
......@@ -342,12 +368,13 @@ SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
}
} else {
SDL_PixelFormat dst_fmt;
SDL_PixelFormat *dst_fmt;
SDL_Surface *temp = NULL;
/* Set up a destination surface for the texture update */
SDL_InitFormat(&dst_fmt, format);
temp = SDL_ConvertSurface(surface, &dst_fmt, 0);
dst_fmt = SDL_AllocFormat(format);
temp = SDL_ConvertSurface(surface, dst_fmt, 0);
SDL_FreeFormat(dst_fmt);
if (temp) {
SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
SDL_FreeSurface(temp);
......@@ -733,12 +760,34 @@ SDL_UnlockTexture(SDL_Texture * texture)
}
}
int
SDL_RenderSetViewport(SDL_Renderer * renderer, const SDL_Rect * rect)
{
CHECK_RENDERER_MAGIC(renderer, -1);
if (rect) {
renderer->viewport = *rect;
} else {
renderer->viewport.x = 0;
renderer->viewport.y = 0;
if (renderer->window) {
SDL_GetWindowSize(renderer->window,
&renderer->viewport.w, &renderer->viewport.h);
} else {
/* This will be filled in by UpdateViewport() */
renderer->viewport.w = 0;
renderer->viewport.h = 0;
}
}
return renderer->UpdateViewport(renderer);
}
void
SDL_RenderSetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
SDL_RenderGetViewport(SDL_Renderer * renderer, SDL_Rect * rect)
{
CHECK_RENDERER_MAGIC(renderer, );
renderer->SetClipRect(renderer, rect);
*rect = renderer->viewport;
}
int
......@@ -884,7 +933,8 @@ SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
full_rect.x = 0;
full_rect.y = 0;
SDL_GetWindowSize(window, &full_rect.w, &full_rect.h);
full_rect.w = renderer->viewport.w;
full_rect.h = renderer->viewport.h;
rect = &full_rect;
}
......@@ -903,7 +953,7 @@ SDL_RenderDrawRect(SDL_Renderer * renderer, const SDL_Rect * rect)
int
SDL_RenderDrawRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count)
const SDL_Rect * rects, int count)
{
int i;
......@@ -917,9 +967,8 @@ SDL_RenderDrawRects(SDL_Renderer * renderer,
return 0;
}
/* Check for NULL rect, which means fill entire window */
for (i = 0; i < count; ++i) {
if (SDL_RenderDrawRect(renderer, rects[i]) < 0) {
if (SDL_RenderDrawRect(renderer, &rects[i]) < 0) {
return -1;
}
}
......@@ -929,15 +978,13 @@ SDL_RenderDrawRects(SDL_Renderer * renderer,
int
SDL_RenderFillRect(SDL_Renderer * renderer, const SDL_Rect * rect)
{
return SDL_RenderFillRects(renderer, &rect, 1);
return SDL_RenderFillRects(renderer, rect, 1);
}
int
SDL_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count)
const SDL_Rect * rects, int count)
{
int i;
CHECK_RENDERER_MAGIC(renderer, -1);
if (!rects) {
......@@ -947,21 +994,6 @@ SDL_RenderFillRects(SDL_Renderer * renderer,
if (count < 1) {
return 0;
}
/* Check for NULL rect, which means fill entire window */
for (i = 0; i < count; ++i) {
if (rects[i] == NULL) {
SDL_Window *window = renderer->window;
SDL_Rect full_rect;
const SDL_Rect *rect;
full_rect.x = 0;
full_rect.y = 0;
SDL_GetWindowSize(window, &full_rect.w, &full_rect.h);
rect = &full_rect;
return renderer->RenderFillRects(renderer, &rect, 1);
}
}
return renderer->RenderFillRects(renderer, rects, count);
}
......@@ -994,7 +1026,8 @@ SDL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
real_dstrect.x = 0;
real_dstrect.y = 0;
SDL_GetWindowSize(window, &real_dstrect.w, &real_dstrect.h);
real_dstrect.w = renderer->viewport.w;
real_dstrect.h = renderer->viewport.h;
if (dstrect) {
if (!SDL_IntersectRect(dstrect, &real_dstrect, &real_dstrect)) {
return 0;
......@@ -1043,7 +1076,8 @@ SDL_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
real_rect.x = 0;
real_rect.y = 0;
SDL_GetWindowSize(window, &real_rect.w, &real_rect.h);
real_rect.w = renderer->viewport.w;
real_rect.h = renderer->viewport.h;
if (rect) {
if (!SDL_IntersectRect(rect, &real_rect, &real_rect)) {
return 0;
......
......@@ -78,13 +78,13 @@ 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 (*UpdateViewport) (SDL_Renderer * renderer);
int (*RenderClear) (SDL_Renderer * renderer);
int (*RenderDrawPoints) (SDL_Renderer * renderer, const SDL_Point * points,
int count);
int (*RenderDrawLines) (SDL_Renderer * renderer, const SDL_Point * points,
int count);
int (*RenderFillRects) (SDL_Renderer * renderer, const SDL_Rect ** rects,
int (*RenderFillRects) (SDL_Renderer * renderer, const SDL_Rect * rects,
int count);
int (*RenderCopy) (SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
......@@ -101,6 +101,9 @@ struct SDL_Renderer
/* The window associated with the renderer */
SDL_Window *window;
/* The drawable area within the window */
SDL_Rect viewport;
/* The list of textures */
SDL_Texture *textures;
......
......@@ -90,6 +90,8 @@ HRESULT WINAPI
/* Direct3D renderer implementation */
static SDL_Renderer *D3D_CreateRenderer(SDL_Window * window, Uint32 flags);
static void D3D_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static int D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int D3D_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels,
......@@ -97,13 +99,14 @@ 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_UpdateViewport(SDL_Renderer * renderer);
static int D3D_RenderClear(SDL_Renderer * renderer);
static int D3D_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int D3D_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int D3D_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
const SDL_Rect * rects, int count);
static int D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static int D3D_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
......@@ -132,6 +135,7 @@ typedef struct
IDirect3DDevice9 *device;
UINT adapter;
D3DPRESENT_PARAMETERS pparams;
SDL_bool updateSize;
SDL_bool beginScene;
} D3D_RenderData;
......@@ -143,7 +147,6 @@ typedef struct
typedef struct
{
float x, y, z;
float rhw;
DWORD color;
float u, v;
} Vertex;
......@@ -257,6 +260,74 @@ D3DFMTToPixelFormat(D3DFORMAT format)
}
}
static int
D3D_Reset(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
HRESULT result;
result = IDirect3DDevice9_Reset(data->device, &data->pparams);
if (FAILED(result)) {
if (result == D3DERR_DEVICELOST) {
/* Don't worry about it, we'll reset later... */
return 0;
} else {
D3D_SetError("Reset()", result);
return -1;
}
}
IDirect3DDevice9_SetVertexShader(data->device, NULL);
IDirect3DDevice9_SetFVF(data->device,
D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
return 0;
}
static int
D3D_ActivateRenderer(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
HRESULT result;
if (data->updateSize) {
SDL_Window *window = renderer->window;
int w, h;
SDL_GetWindowSize(window, &w, &h);
data->pparams.BackBufferWidth = w;
data->pparams.BackBufferHeight = h;
if (SDL_GetWindowFlags(window) & SDL_WINDOW_FULLSCREEN) {
data->pparams.BackBufferFormat =
PixelFormatToD3DFMT(SDL_GetWindowPixelFormat(window));
} else {
data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
}
if (D3D_Reset(renderer) < 0) {
return -1;
}
D3D_UpdateViewport(renderer);
data->updateSize = SDL_FALSE;
}
if (data->beginScene) {
result = IDirect3DDevice9_BeginScene(data->device);
if (result == D3DERR_DEVICELOST) {
if (D3D_Reset(renderer) < 0) {
return -1;
}
result = IDirect3DDevice9_BeginScene(data->device);
}
if (FAILED(result)) {
D3D_SetError("BeginScene()", result);
return -1;
}
data->beginScene = SDL_FALSE;
}
return 0;
}
SDL_Renderer *
D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
{
......@@ -270,6 +341,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
Uint32 window_flags;
int w, h;
SDL_DisplayMode fullscreen_mode;
D3DMATRIX matrix;
renderer = (SDL_Renderer *) SDL_calloc(1, sizeof(*renderer));
if (!renderer) {
......@@ -306,11 +378,13 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
return NULL;
}
renderer->WindowEvent = D3D_WindowEvent;
renderer->CreateTexture = D3D_CreateTexture;
renderer->UpdateTexture = D3D_UpdateTexture;
renderer->LockTexture = D3D_LockTexture;
renderer->UnlockTexture = D3D_UnlockTexture;
renderer->SetClipRect = D3D_SetClipRect;
renderer->UpdateViewport = D3D_UpdateViewport;
renderer->RenderClear = D3D_RenderClear;
renderer->RenderDrawPoints = D3D_RenderDrawPoints;
renderer->RenderDrawLines = D3D_RenderDrawLines;
renderer->RenderFillRects = D3D_RenderFillRects;
......@@ -405,7 +479,7 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
/* Set up parameters for rendering */
IDirect3DDevice9_SetVertexShader(data->device, NULL);
IDirect3DDevice9_SetFVF(data->device,
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
D3DFVF_XYZ | D3DFVF_DIFFUSE | D3DFVF_TEX1);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_ZENABLE, D3DZB_FALSE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
D3DCULL_NONE);
......@@ -430,54 +504,38 @@ D3D_CreateRenderer(SDL_Window * window, Uint32 flags)
IDirect3DDevice9_SetTextureStageState(data->device, 1, D3DTSS_ALPHAOP,
D3DTOP_DISABLE);
return renderer;
}
static int
D3D_Reset(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
HRESULT result;
/* Set an identity world and view matrix */
matrix.m[0][0] = 1.0f;
matrix.m[0][1] = 0.0f;
matrix.m[0][2] = 0.0f;
matrix.m[0][3] = 0.0f;
matrix.m[1][0] = 0.0f;
matrix.m[1][1] = 1.0f;
matrix.m[1][2] = 0.0f;
matrix.m[1][3] = 0.0f;
matrix.m[2][0] = 0.0f;
matrix.m[2][1] = 0.0f;
matrix.m[2][2] = 1.0f;
matrix.m[2][3] = 0.0f;
matrix.m[3][0] = 0.0f;
matrix.m[3][1] = 0.0f;
matrix.m[3][2] = 0.0f;
matrix.m[3][3] = 1.0f;
IDirect3DDevice9_SetTransform(data->device, D3DTS_WORLD, &matrix);
IDirect3DDevice9_SetTransform(data->device, D3DTS_VIEW, &matrix);
result = IDirect3DDevice9_Reset(data->device, &data->pparams);
if (FAILED(result)) {
if (result == D3DERR_DEVICELOST) {
/* Don't worry about it, we'll reset later... */
return 0;
} else {
D3D_SetError("Reset()", result);
return -1;
}
}
IDirect3DDevice9_SetVertexShader(data->device, NULL);
IDirect3DDevice9_SetFVF(data->device,
D3DFVF_XYZRHW | D3DFVF_DIFFUSE | D3DFVF_TEX1);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_CULLMODE,
D3DCULL_NONE);
IDirect3DDevice9_SetRenderState(data->device, D3DRS_LIGHTING, FALSE);
return 0;
return renderer;
}
/* FIXME: This needs to be called... when? */
#if 0
static int
D3D_DisplayModeChanged(SDL_Renderer * renderer)
static void
D3D_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
SDL_VideoDisplay *display = window->display;
data->pparams.BackBufferWidth = window->w;
data->pparams.BackBufferHeight = window->h;
if (window->flags & SDL_WINDOW_FULLSCREEN) {
data->pparams.BackBufferFormat =
PixelFormatToD3DFMT(window->fullscreen_mode.format);
} else {
data->pparams.BackBufferFormat = D3DFMT_UNKNOWN;
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
data->updateSize = SDL_TRUE;
}
return D3D_Reset(renderer);
}
#endif
static int
D3D_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
......@@ -604,25 +662,83 @@ D3D_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
IDirect3DTexture9_UnlockRect(data->texture, 0);
}
static void
D3D_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
static int
D3D_UpdateViewport(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3DVIEWPORT9 viewport;
D3DMATRIX matrix;
/* Set the viewport */
viewport.X = renderer->viewport.x;
viewport.Y = renderer->viewport.y;
viewport.Width = renderer->viewport.w;
viewport.Height = renderer->viewport.h;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
IDirect3DDevice9_SetViewport(data->device, &viewport);
/* Set an orthographic projection matrix */
matrix.m[0][0] = 2.0f / renderer->viewport.w;
matrix.m[0][1] = 0.0f;
matrix.m[0][2] = 0.0f;
matrix.m[0][3] = 0.0f;
matrix.m[1][0] = 0.0f;
matrix.m[1][1] = -2.0f / renderer->viewport.h;
matrix.m[1][2] = 0.0f;
matrix.m[1][3] = 0.0f;
matrix.m[2][0] = 0.0f;
matrix.m[2][1] = 0.0f;
matrix.m[2][2] = 1.0f;
matrix.m[2][3] = 0.0f;
matrix.m[3][0] = -1.0f;
matrix.m[3][1] = 1.0f;
matrix.m[3][2] = 0.0f;
matrix.m[3][3] = 1.0f;
IDirect3DDevice9_SetTransform(data->device, D3DTS_PROJECTION, &matrix);
if (rect) {
RECT d3drect;
return 0;
}
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 int
D3D_RenderClear(SDL_Renderer * renderer)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
D3DVIEWPORT9 viewport;
DWORD color;
HRESULT result;
if (D3D_ActivateRenderer(renderer) < 0) {
return -1;
}
/* Clear is defined to clear the entire render target */
viewport.X = 0;
viewport.Y = 0;
viewport.Width = data->pparams.BackBufferWidth;
viewport.Height = data->pparams.BackBufferHeight;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
IDirect3DDevice9_SetViewport(data->device, &viewport);
color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
result = IDirect3DDevice9_Clear(data->device, 0, NULL, D3DCLEAR_TARGET, color, 0.0f, 0);
/* Reset the viewport */
viewport.X = renderer->viewport.x;
viewport.Y = renderer->viewport.y;
viewport.Width = renderer->viewport.w;
viewport.Height = renderer->viewport.h;
viewport.MinZ = 0.0f;
viewport.MaxZ = 1.0f;
IDirect3DDevice9_SetViewport(data->device, &viewport);
if (FAILED(result)) {
D3D_SetError("Clear()", result);
return -1;
}
return 0;
}
static void
......@@ -670,9 +786,8 @@ D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int i;
HRESULT result;
if (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
if (D3D_ActivateRenderer(renderer) < 0) {
return -1;
}
D3D_SetBlendMode(data, renderer->blendMode);
......@@ -692,7 +807,6 @@ D3D_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
vertices[i].x = (float) points[i].x;
vertices[i].y = (float) points[i].y;
vertices[i].z = 0.0f;
vertices[i].rhw = 1.0f;
vertices[i].color = color;
vertices[i].u = 0.0f;
vertices[i].v = 0.0f;
......@@ -718,9 +832,8 @@ D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int i;
HRESULT result;
if (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
if (D3D_ActivateRenderer(renderer) < 0) {
return -1;
}
D3D_SetBlendMode(data, renderer->blendMode);
......@@ -740,7 +853,6 @@ D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
vertices[i].x = (float) points[i].x;
vertices[i].y = (float) points[i].y;
vertices[i].z = 0.0f;
vertices[i].rhw = 1.0f;
vertices[i].color = color;
vertices[i].u = 0.0f;
vertices[i].v = 0.0f;
......@@ -766,7 +878,7 @@ D3D_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
}
static int
D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects,
int count)
{
D3D_RenderData *data = (D3D_RenderData *) renderer->driverdata;
......@@ -776,9 +888,8 @@ D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
Vertex vertices[4];
HRESULT result;
if (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
if (D3D_ActivateRenderer(renderer) < 0) {
return -1;
}
D3D_SetBlendMode(data, renderer->blendMode);
......@@ -794,7 +905,7 @@ D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
color = D3DCOLOR_ARGB(renderer->a, renderer->r, renderer->g, renderer->b);
for (i = 0; i < count; ++i) {
const SDL_Rect *rect = rects[i];
const SDL_Rect *rect = &rects[i];
minx = (float) rect->x;
miny = (float) rect->y;
......@@ -804,7 +915,6 @@ D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
vertices[0].x = minx;
vertices[0].y = miny;
vertices[0].z = 0.0f;
vertices[0].rhw = 1.0f;
vertices[0].color = color;
vertices[0].u = 0.0f;
vertices[0].v = 0.0f;
......@@ -812,7 +922,6 @@ D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
vertices[1].x = maxx;
vertices[1].y = miny;
vertices[1].z = 0.0f;
vertices[1].rhw = 1.0f;
vertices[1].color = color;
vertices[1].u = 0.0f;
vertices[1].v = 0.0f;
......@@ -820,7 +929,6 @@ D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
vertices[2].x = maxx;
vertices[2].y = maxy;
vertices[2].z = 0.0f;
vertices[2].rhw = 1.0f;
vertices[2].color = color;
vertices[2].u = 0.0f;
vertices[2].v = 0.0f;
......@@ -828,7 +936,6 @@ D3D_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
vertices[3].x = minx;
vertices[3].y = maxy;
vertices[3].z = 0.0f;
vertices[3].rhw = 1.0f;
vertices[3].color = color;
vertices[3].u = 0.0f;
vertices[3].v = 0.0f;
......@@ -857,9 +964,8 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
Vertex vertices[4];
HRESULT result;
if (data->beginScene) {
IDirect3DDevice9_BeginScene(data->device);
data->beginScene = SDL_FALSE;
if (D3D_ActivateRenderer(renderer) < 0) {
return -1;
}
minx = (float) dstrect->x - 0.5f;
......@@ -877,7 +983,6 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
vertices[0].x = minx;
vertices[0].y = miny;
vertices[0].z = 0.0f;
vertices[0].rhw = 1.0f;
vertices[0].color = color;
vertices[0].u = minu;
vertices[0].v = minv;
......@@ -885,7 +990,6 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
vertices[1].x = maxx;
vertices[1].y = miny;
vertices[1].z = 0.0f;
vertices[1].rhw = 1.0f;
vertices[1].color = color;
vertices[1].u = maxu;
vertices[1].v = minv;
......@@ -893,7 +997,6 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
vertices[2].x = maxx;
vertices[2].y = maxy;
vertices[2].z = 0.0f;
vertices[2].rhw = 1.0f;
vertices[2].color = color;
vertices[2].u = maxu;
vertices[2].v = maxv;
......@@ -901,7 +1004,6 @@ D3D_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
vertices[3].x = minx;
vertices[3].y = maxy;
vertices[3].z = 0.0f;
vertices[3].rhw = 1.0f;
vertices[3].color = color;
vertices[3].u = minu;
vertices[3].v = maxv;
......
......@@ -55,14 +55,14 @@ 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_UpdateViewport(SDL_Renderer * renderer);
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);
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,
......@@ -86,7 +86,6 @@ SDL_RenderDriver GL_RenderDriver = {
typedef struct
{
SDL_GLContext context;
SDL_bool updateSize;
SDL_bool GL_ARB_texture_rectangle_supported;
int blendMode;
......@@ -185,6 +184,24 @@ GL_LoadFunctions(GL_RenderData * data)
return 0;
}
static SDL_GLContext SDL_CurrentContext = NULL;
static int
GL_ActivateRenderer(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
if (SDL_CurrentContext != data->context) {
if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
SDL_CurrentContext = data->context;
GL_UpdateViewport(renderer);
}
return 0;
}
SDL_Renderer *
GL_CreateRenderer(SDL_Window * window, Uint32 flags)
{
......@@ -219,7 +236,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->UpdateTexture = GL_UpdateTexture;
renderer->LockTexture = GL_LockTexture;
renderer->UnlockTexture = GL_UnlockTexture;
renderer->SetClipRect = GL_SetClipRect;
renderer->UpdateViewport = GL_UpdateViewport;
renderer->RenderClear = GL_RenderClear;
renderer->RenderDrawPoints = GL_RenderDrawPoints;
renderer->RenderDrawLines = GL_RenderDrawLines;
......@@ -230,9 +247,8 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->DestroyTexture = GL_DestroyTexture;
renderer->DestroyRenderer = GL_DestroyRenderer;
renderer->info = GL_RenderDriver.info;
renderer->driverdata = data;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = data;
data->context = SDL_GL_CreateContext(window);
if (!data->context) {
......@@ -309,40 +325,12 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
data->glDisable(GL_CULL_FACE);
/* This ended up causing video discrepancies between OpenGL and Direct3D */
/*data->glEnable(GL_LINE_SMOOTH);*/
data->updateSize = SDL_TRUE;
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
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)
{
......@@ -351,7 +339,6 @@ GL_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
/* Rebind the context to the window area and update matrices */
SDL_CurrentContext = NULL;
data->updateSize = SDL_TRUE;
}
}
......@@ -622,22 +609,26 @@ GL_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GL_UpdateTexture(renderer, texture, rect, pixels, data->pitch);
}
static void
GL_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
static int
GL_UpdateViewport(SDL_Renderer * renderer)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
GL_ActivateRenderer(renderer);
if (SDL_CurrentContext != data->context) {
/* We'll update the viewport after we rebind the context */
return 0;
}
if (rect) {
int w, h;
data->glViewport(renderer->viewport.x, renderer->viewport.y,
renderer->viewport.w, renderer->viewport.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);
}
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glOrtho((GLdouble) 0,
(GLdouble) renderer->viewport.w,
(GLdouble) renderer->viewport.h,
(GLdouble) 0, 0.0, 1.0);
return 0;
}
static void
......@@ -785,7 +776,7 @@ GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
}
static int
GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
......@@ -801,7 +792,7 @@ GL_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
(GLfloat) renderer->a * inv255f);
for (i = 0; i < count; ++i) {
const SDL_Rect *rect = rects[i];
const SDL_Rect *rect = &rects[i];
data->glRecti(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h);
}
......
......@@ -53,13 +53,13 @@ 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_UpdateViewport(SDL_Renderer * renderer);
static int GLES_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GLES_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int GLES_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
const SDL_Rect * rects, int count);
static int GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect,
const SDL_Rect * dstrect);
......@@ -83,7 +83,6 @@ SDL_RenderDriver GLES_RenderDriver = {
typedef struct
{
SDL_GLContext context;
SDL_bool updateSize;
int blendMode;
SDL_bool useDrawTexture;
......@@ -136,6 +135,24 @@ GLES_SetError(const char *prefix, GLenum result)
SDL_SetError("%s: %s", prefix, error);
}
static SDL_GLContext SDL_CurrentContext = NULL;
static int
GLES_ActivateRenderer(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
if (SDL_CurrentContext != data->context) {
if (SDL_GL_MakeCurrent(renderer->window, data->context) < 0) {
return -1;
}
SDL_CurrentContext = data->context;
GLES_UpdateViewport(renderer);
}
return 0;
}
SDL_Renderer *
GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
{
......@@ -162,7 +179,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->UpdateTexture = GLES_UpdateTexture;
renderer->LockTexture = GLES_LockTexture;
renderer->UnlockTexture = GLES_UnlockTexture;
renderer->SetClipRect = GLES_SetClipRect;
renderer->UpdateViewport = GLES_UpdateViewport;
renderer->RenderDrawPoints = GLES_RenderDrawPoints;
renderer->RenderDrawLines = GLES_RenderDrawLines;
renderer->RenderFillRects = GLES_RenderFillRects;
......@@ -171,9 +188,8 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->DestroyTexture = GLES_DestroyTexture;
renderer->DestroyRenderer = GLES_DestroyRenderer;
renderer->info = GLES_RenderDriver.info;
renderer->driverdata = data;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = data;
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 1);
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MINOR_VERSION, 1);
......@@ -219,7 +235,8 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
data->blendMode = -1;
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
data->updateSize = SDL_TRUE;
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnableClientState(GL_VERTEX_ARRAY);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
......@@ -227,35 +244,6 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
return renderer;
}
static SDL_GLContext SDL_CurrentContext = NULL;
static int
GLES_ActivateRenderer(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_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);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, w, h);
glOrthof(0.0, (GLfloat) w, (GLfloat) h, 0.0, 0.0, 1.0);
data->updateSize = SDL_FALSE;
}
return 0;
}
static void
GLES_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
......@@ -264,7 +252,6 @@ GLES_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
/* Rebind the context to the window area and update matrices */
SDL_CurrentContext = NULL;
data->updateSize = SDL_TRUE;
}
}
......@@ -444,20 +431,26 @@ GLES_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
GLES_UpdateTexture(renderer, texture, &rect, data->pixels, data->pitch);
}
static void
GLES_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
static int
GLES_UpdateViewport(SDL_Renderer * renderer)
{
GLES_ActivateRenderer(renderer);
if (rect) {
int w, h;
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
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);
if (SDL_CurrentContext != data->context) {
/* We'll update the viewport after we rebind the context */
return 0;
}
glViewport(renderer->viewport.x, renderer->viewport.y,
renderer->viewport.w, renderer->viewport.h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrthof((GLfloat) 0,
(GLfloat) renderer->viewport.w,
(GLfloat) renderer->viewport.h,
(GLfloat) 0, 0.0, 1.0);
return 0;
}
static void
......@@ -555,7 +548,7 @@ GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
}
static int
GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects,
int count)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
......@@ -571,7 +564,7 @@ GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
(GLfloat) renderer->a * inv255f);
for (i = 0; i < count; ++i) {
const SDL_Rect *rect = rects[i];
const SDL_Rect *rect = &rects[i];
GLshort minx = rect->x;
GLshort maxx = rect->x + rect->w;
GLshort miny = rect->y;
......
......@@ -123,7 +123,6 @@ typedef struct GLES2_DriverContext
GLES2_ShaderCache shader_cache;
GLES2_ProgramCache program_cache;
GLES2_ProgramCacheEntry *current_program;
SDL_bool updateSize;
} GLES2_DriverContext;
#define GLES2_MAX_CACHED_PROGRAMS 8
......@@ -135,7 +134,7 @@ typedef struct GLES2_DriverContext
static int GLES2_ActivateRenderer(SDL_Renderer *renderer);
static void GLES2_WindowEvent(SDL_Renderer * renderer,
const SDL_WindowEvent *event);
static void GLES2_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect);
static int GLES2_UpdateViewport(SDL_Renderer * renderer);
static void GLES2_DestroyRenderer(SDL_Renderer *renderer);
static SDL_GLContext SDL_CurrentContext = NULL;
......@@ -144,23 +143,17 @@ static int
GLES2_ActivateRenderer(SDL_Renderer * renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
SDL_Window *window = renderer->window;
if (SDL_CurrentContext != rdata->context) {
/* Null out the current program to ensure we set it again */
rdata->current_program = NULL;
if (SDL_GL_MakeCurrent(window, rdata->context) < 0) {
if (SDL_GL_MakeCurrent(renderer->window, rdata->context) < 0) {
return -1;
}
SDL_CurrentContext = rdata->context;
}
if (rdata->updateSize) {
int w, h;
SDL_GetWindowSize(window, &w, &h);
glViewport(0, 0, w, h);
rdata->updateSize = SDL_FALSE;
GLES2_UpdateViewport(renderer);
}
return 0;
}
......@@ -173,24 +166,22 @@ GLES2_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
/* Rebind the context to the window area */
SDL_CurrentContext = NULL;
rdata->updateSize = SDL_TRUE;
}
}
static void
GLES2_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
static int
GLES2_UpdateViewport(SDL_Renderer * renderer)
{
GLES2_ActivateRenderer(renderer);
if (rect) {
int w, h;
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
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);
if (SDL_CurrentContext != rdata->context) {
/* We'll update the viewport after we rebind the context */
return 0;
}
glViewport(renderer->viewport.x, renderer->viewport.y,
renderer->viewport.w, renderer->viewport.h);
return 0;
}
static void
......@@ -735,21 +726,16 @@ static int
GLES2_SetOrthographicProjection(SDL_Renderer *renderer)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
SDL_Window *window = renderer->window;
int w, h;
GLfloat projection[4][4];
GLuint locProjection;
/* Get the window width and height */
SDL_GetWindowSize(window, &w, &h);
/* Prepare an orthographic projection */
projection[0][0] = 2.0f / w;
projection[0][0] = 2.0f / renderer->viewport.w;
projection[0][1] = 0.0f;
projection[0][2] = 0.0f;
projection[0][3] = 0.0f;
projection[1][0] = 0.0f;
projection[1][1] = -2.0f / h;
projection[1][1] = -2.0f / renderer->viewport.h;
projection[1][2] = 0.0f;
projection[1][3] = 0.0f;
projection[2][0] = 0.0f;
......@@ -782,7 +768,7 @@ 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);
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect **rects, int count);
static int GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count);
static int GLES2_RenderCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect,
const SDL_Rect *dstrect);
static void GLES2_RenderPresent(SDL_Renderer *renderer);
......@@ -936,7 +922,7 @@ GLES2_RenderDrawLines(SDL_Renderer *renderer, const SDL_Point *points, int count
}
static int
GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect **rects, int count)
GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect *rects, int count)
{
GLES2_DriverContext *rdata = (GLES2_DriverContext *)renderer->driverdata;
GLfloat vertices[8];
......@@ -968,12 +954,13 @@ GLES2_RenderFillRects(SDL_Renderer *renderer, const SDL_Rect **rects, int count)
/* Emit a line loop for each rectangle */
glEnableVertexAttribArray(GLES2_ATTRIBUTE_POSITION);
for (idx = 0; idx < count; ++idx)
{
GLfloat xMin = (GLfloat)rects[idx]->x;
GLfloat xMax = (GLfloat)(rects[idx]->x + rects[idx]->w);
GLfloat yMin = (GLfloat)rects[idx]->y;
GLfloat yMax = (GLfloat)(rects[idx]->y + rects[idx]->h);
for (idx = 0; idx < count; ++idx) {
const SDL_Rect *rect = &rects[idx];
GLfloat xMin = (GLfloat)rect->x;
GLfloat xMax = (GLfloat)(rect->x + rect->w);
GLfloat yMin = (GLfloat)rect->y;
GLfloat yMax = (GLfloat)(rect->y + rect->h);
vertices[0] = xMin;
vertices[1] = yMin;
......@@ -1108,10 +1095,8 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
return NULL;
}
renderer->info = GLES2_RenderDriver.info;
renderer->window = window;
renderer->driverdata = rdata;
renderer->info.flags = SDL_RENDERER_ACCELERATED;
renderer->driverdata = rdata;
/* Create an OpenGL ES 2.0 context */
SDL_GL_SetAttribute(SDL_GL_CONTEXT_MAJOR_VERSION, 2);
......@@ -1169,8 +1154,6 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
if (hasCompiler)
rdata->shader_formats[nFormats - 1] = (GLenum)-1;
#endif /* ZUNE_HD */
rdata->updateSize = SDL_TRUE;
/* Populate the function pointers for the module */
renderer->WindowEvent = &GLES2_WindowEvent;
......@@ -1178,7 +1161,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->UpdateTexture = &GLES2_UpdateTexture;
renderer->LockTexture = &GLES2_LockTexture;
renderer->UnlockTexture = &GLES2_UnlockTexture;
renderer->SetClipRect = &GLES2_SetClipRect;
renderer->UpdateViewport = &GLES2_UpdateViewport;
renderer->RenderClear = &GLES2_RenderClear;
renderer->RenderDrawPoints = &GLES2_RenderDrawPoints;
renderer->RenderDrawLines = &GLES2_RenderDrawLines;
......
......@@ -265,10 +265,10 @@ SDL_BlendFillRect(SDL_Surface * dst, const SDL_Rect * rect,
}
int
SDL_BlendFillRects(SDL_Surface * dst, const SDL_Rect ** rects, int count,
SDL_BlendFillRects(SDL_Surface * dst, const SDL_Rect * rects, int count,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a)
{
SDL_Rect clipped;
SDL_Rect rect;
int i;
int (*func)(SDL_Surface * dst, const SDL_Rect * rect,
SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a) = NULL;
......@@ -329,20 +329,11 @@ SDL_BlendFillRects(SDL_Surface * dst, const SDL_Rect ** rects, int count,
}
for (i = 0; i < count; ++i) {
const SDL_Rect * rect = rects[i];
/* If 'rect' == NULL, then fill the whole surface */
if (rect) {
/* Perform clipping */
if (!SDL_IntersectRect(rect, &dst->clip_rect, &clipped)) {
continue;
}
rect = &clipped;
} else {
rect = &dst->clip_rect;
/* Perform clipping */
if (!SDL_IntersectRect(&rects[i], &dst->clip_rect, &rect)) {
continue;
}
status = func(dst, rect, blendMode, r, g, b, a);
status = func(dst, &rect, blendMode, r, g, b, a);
}
return status;
}
......
......@@ -23,6 +23,6 @@
extern int SDL_BlendFillRect(SDL_Surface * dst, const SDL_Rect * rect, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
extern int SDL_BlendFillRects(SDL_Surface * dst, const SDL_Rect ** rects, int count, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
extern int SDL_BlendFillRects(SDL_Surface * dst, const SDL_Rect * rects, int count, SDL_BlendMode blendMode, Uint8 r, Uint8 g, Uint8 b, Uint8 a);
/* vi: set ts=4 sw=4 expandtab: */
......@@ -51,13 +51,14 @@ 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_UpdateViewport(SDL_Renderer * renderer);
static int SW_RenderClear(SDL_Renderer * renderer);
static int SW_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int SW_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int SW_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
const SDL_Rect * rects, int count);
static int SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static int SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
......@@ -89,11 +90,23 @@ SDL_RenderDriver SW_RenderDriver = {
typedef struct
{
SDL_bool updateSize;
SDL_Surface *surface;
} SW_RenderData;
static SDL_Surface *
SW_ActivateRenderer(SDL_Renderer * renderer)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
if (!data->surface) {
data->surface = SDL_GetWindowSurface(renderer->window);
SW_UpdateViewport(renderer);
}
return data->surface;
}
SDL_Renderer *
SW_CreateRendererForSurface(SDL_Surface * surface)
{
......@@ -127,8 +140,9 @@ SW_CreateRendererForSurface(SDL_Surface * surface)
renderer->UpdateTexture = SW_UpdateTexture;
renderer->LockTexture = SW_LockTexture;
renderer->UnlockTexture = SW_UnlockTexture;
renderer->SetClipRect = SW_SetClipRect;
renderer->UpdateViewport = SW_UpdateViewport;
renderer->DestroyTexture = SW_DestroyTexture;
renderer->RenderClear = SW_RenderClear;
renderer->RenderDrawPoints = SW_RenderDrawPoints;
renderer->RenderDrawLines = SW_RenderDrawLines;
renderer->RenderFillRects = SW_RenderFillRects;
......@@ -139,6 +153,8 @@ SW_CreateRendererForSurface(SDL_Surface * surface)
renderer->info = SW_RenderDriver.info;
renderer->driverdata = data;
SW_ActivateRenderer(renderer);
return renderer;
}
......@@ -154,26 +170,13 @@ SW_CreateRenderer(SDL_Window * window, Uint32 flags)
return SW_CreateRendererForSurface(surface);
}
static SDL_Surface *
SW_ActivateRenderer(SDL_Renderer * renderer)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Window *window = renderer->window;
if (data->updateSize) {
data->surface = SDL_GetWindowSurface(window);
data->updateSize = SDL_FALSE;
}
return data->surface;
}
static void
SW_WindowEvent(SDL_Renderer * renderer, const SDL_WindowEvent *event)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
if (event->event == SDL_WINDOWEVENT_SIZE_CHANGED) {
data->updateSize = SDL_TRUE;
data->surface = NULL;
}
}
......@@ -269,15 +272,46 @@ SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
}
static void
SW_SetClipRect(SDL_Renderer * renderer, const SDL_Rect * rect)
static int
SW_UpdateViewport(SDL_Renderer * renderer)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Surface *surface = data->surface;
if (!surface) {
/* We'll update the viewport after we recreate the surface */
return 0;
}
if (!renderer->viewport.w && !renderer->viewport.h) {
/* There may be no window, so update the viewport directly */
renderer->viewport.w = surface->w;
renderer->viewport.h = surface->h;
}
//SDL_SetClipRect(data->surface, &renderer->viewport);
return 0;
}
static int
SW_RenderClear(SDL_Renderer * renderer)
{
SDL_Surface *surface = SW_ActivateRenderer(renderer);
Uint32 color;
SDL_Rect clip_rect;
if (!surface) {
return;
return -1;
}
SDL_SetClipRect(surface, rect);
color = SDL_MapRGBA(surface->format,
renderer->r, renderer->g, renderer->b, renderer->a);
/* By definition the clear ignores the clip rect */
clip_rect = surface->clip_rect;
SDL_SetClipRect(surface, NULL);
SDL_FillRect(surface, NULL, color);
SDL_SetClipRect(surface, &clip_rect);
return 0;
}
static int
......@@ -285,24 +319,44 @@ SW_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
SDL_Surface *surface = SW_ActivateRenderer(renderer);
SDL_Point *temp = NULL;
int status;
if (!surface) {
return -1;
}
if (renderer->viewport.x || renderer->viewport.y) {
int i;
int x = renderer->viewport.x;
int y = renderer->viewport.y;
temp = SDL_stack_alloc(SDL_Point, count);
for (i = 0; i < count; ++i) {
temp[i].x = x + points[i].x;
temp[i].y = y + points[i].x;
}
points = temp;
}
/* Draw the points! */
if (renderer->blendMode == SDL_BLENDMODE_NONE) {
Uint32 color = SDL_MapRGBA(surface->format,
renderer->r, renderer->g, renderer->b,
renderer->a);
return SDL_DrawPoints(surface, points, count, color);
status = SDL_DrawPoints(surface, points, count, color);
} else {
return SDL_BlendPoints(surface, points, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
status = SDL_BlendPoints(surface, points, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
if (temp) {
SDL_stack_free(temp);
}
return status;
}
static int
......@@ -310,47 +364,88 @@ SW_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
SDL_Surface *surface = SW_ActivateRenderer(renderer);
SDL_Point *temp = NULL;
int status;
if (!surface) {
return -1;
}
if (renderer->viewport.x || renderer->viewport.y) {
int i;
int x = renderer->viewport.x;
int y = renderer->viewport.y;
temp = SDL_stack_alloc(SDL_Point, count);
for (i = 0; i < count; ++i) {
temp[i].x = x + points[i].x;
temp[i].y = y + points[i].y;
}
points = temp;
}
/* Draw the lines! */
if (renderer->blendMode == SDL_BLENDMODE_NONE) {
Uint32 color = SDL_MapRGBA(surface->format,
renderer->r, renderer->g, renderer->b,
renderer->a);
return SDL_DrawLines(surface, points, count, color);
status = SDL_DrawLines(surface, points, count, color);
} else {
return SDL_BlendLines(surface, points, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
status = SDL_BlendLines(surface, points, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
if (temp) {
SDL_stack_free(temp);
}
return status;
}
static int
SW_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count)
SW_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect * rects, int count)
{
SDL_Surface *surface = SW_ActivateRenderer(renderer);
SDL_Rect *temp = NULL;
int status;
if (!surface) {
return -1;
}
if (renderer->viewport.x || renderer->viewport.y) {
int i;
int x = renderer->viewport.x;
int y = renderer->viewport.y;
temp = SDL_stack_alloc(SDL_Rect, count);
for (i = 0; i < count; ++i) {
temp[i].x = x + rects[i].x;
temp[i].y = y + rects[i].y;
temp[i].w = rects[i].w;
temp[i].h = rects[i].h;
}
rects = temp;
}
if (renderer->blendMode == SDL_BLENDMODE_NONE) {
Uint32 color = SDL_MapRGBA(surface->format,
renderer->r, renderer->g, renderer->b,
renderer->a);
return SDL_FillRects(surface, rects, count, color);
status = SDL_FillRects(surface, rects, count, color);
} else {
return SDL_BlendFillRects(surface, rects, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
status = SDL_BlendFillRects(surface, rects, count,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
if (temp) {
SDL_stack_free(temp);
}
return status;
}
static int
......@@ -365,6 +460,10 @@ SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
return -1;
}
if (renderer->viewport.x || renderer->viewport.y) {
final_rect.x += renderer->viewport.x;
final_rect.y += renderer->viewport.y;
}
if ( srcrect->w == final_rect.w && srcrect->h == final_rect.h ) {
return SDL_BlitSurface(src, srcrect, surface, &final_rect);
} else {
......@@ -379,22 +478,27 @@ SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
SDL_Surface *surface = SW_ActivateRenderer(renderer);
Uint32 src_format;
void *src_pixels;
SDL_Rect final_rect;
if (!surface) {
return -1;
}
if (renderer->viewport.x || renderer->viewport.y) {
final_rect.x = renderer->viewport.x + rect->x;
final_rect.y = renderer->viewport.y + rect->y;
final_rect.w = rect->w;
final_rect.h = rect->h;
rect = &final_rect;
}
if (rect->x < 0 || rect->x+rect->w > surface->w ||
rect->y < 0 || rect->y+rect->h > surface->h) {
SDL_SetError("Tried to read outside of surface bounds");
return -1;
}
src_format = SDL_MasksToPixelFormatEnum(
surface->format->BitsPerPixel,
surface->format->Rmask, surface->format->Gmask,
surface->format->Bmask, surface->format->Amask);
src_format = surface->format->format;
src_pixels = (void*)((Uint8 *) surface->pixels +
rect->y * surface->pitch +
rect->x * surface->format->BytesPerPixel);
......
......@@ -417,14 +417,19 @@ SDL_FillRect(SDL_Surface * dst, const SDL_Rect * rect, Uint32 color)
}
int
SDL_FillRects(SDL_Surface * dst, const SDL_Rect ** rects, int count,
SDL_FillRects(SDL_Surface * dst, const SDL_Rect * rects, int count,
Uint32 color)
{
int i;
int status = 0;
if (!rects) {
SDL_SetError("SDL_FillRects() passed NULL rects");
return -1;
}
for (i = 0; i < count; ++i) {
status = SDL_FillRect(dst, rects[i], color);
status += SDL_FillRect(dst, &rects[i], color);
}
return status;
}
......
......@@ -185,7 +185,7 @@ struct SDL_VideoDevice
void (*SetWindowGrab) (_THIS, SDL_Window * window);
void (*DestroyWindow) (_THIS, SDL_Window * window);
int (*CreateWindowFramebuffer) (_THIS, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch);
int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, int numrects, SDL_Rect * rects);
int (*UpdateWindowFramebuffer) (_THIS, SDL_Window * window, SDL_Rect * rects, int numrects);
void (*DestroyWindowFramebuffer) (_THIS, SDL_Window * window);
/* * * */
......
......@@ -300,11 +300,15 @@ SDL_CreateWindowTexture(_THIS, SDL_Window * window, Uint32 * format, void ** pix
*pixels = data->pixels;
*pitch = data->pitch;
/* Make sure we're not double-scaling the viewport */
SDL_RenderSetViewport(data->renderer, NULL);
return 0;
}
static int
SDL_UpdateWindowTexture(_THIS, SDL_Window * window, int numrects, SDL_Rect * rects)
SDL_UpdateWindowTexture(_THIS, SDL_Window * window, SDL_Rect * rects, int numrects)
{
SDL_WindowTextureData *data;
SDL_Rect rect;
......@@ -1629,12 +1633,12 @@ SDL_UpdateWindowSurface(SDL_Window * window)
full_rect.y = 0;
full_rect.w = window->w;
full_rect.h = window->h;
return SDL_UpdateWindowSurfaceRects(window, 1, &full_rect);
return SDL_UpdateWindowSurfaceRects(window, &full_rect, 1);
}
int
SDL_UpdateWindowSurfaceRects(SDL_Window * window,
int numrects, SDL_Rect * rects)
SDL_UpdateWindowSurfaceRects(SDL_Window * window, SDL_Rect * rects,
int numrects)
{
CHECK_WINDOW_MAGIC(window, -1);
......@@ -1643,7 +1647,7 @@ SDL_UpdateWindowSurfaceRects(SDL_Window * window,
return -1;
}
return _this->UpdateWindowFramebuffer(_this, window, numrects, rects);
return _this->UpdateWindowFramebuffer(_this, window, rects, numrects);
}
void
......
......@@ -56,7 +56,7 @@ int SDL_DUMMY_CreateWindowFramebuffer(_THIS, SDL_Window * window, Uint32 * forma
return 0;
}
int SDL_DUMMY_UpdateWindowFramebuffer(_THIS, SDL_Window * window, int numrects, SDL_Rect * rects)
int SDL_DUMMY_UpdateWindowFramebuffer(_THIS, SDL_Window * window, SDL_Rect * rects, int numrects)
{
static int frame_number;
SDL_Surface *surface;
......
......@@ -22,7 +22,7 @@
#include "SDL_config.h"
extern int SDL_DUMMY_CreateWindowFramebuffer(_THIS, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch);
extern int SDL_DUMMY_UpdateWindowFramebuffer(_THIS, SDL_Window * window, int numrects, SDL_Rect * rects);
extern int SDL_DUMMY_UpdateWindowFramebuffer(_THIS, SDL_Window * window, SDL_Rect * rects, int numrects);
extern void SDL_DUMMY_DestroyWindowFramebuffer(_THIS, SDL_Window * window);
/* vi: set ts=4 sw=4 expandtab: */
......@@ -163,8 +163,8 @@ static int NDS_CreateWindowFramebuffer(_THIS, SDL_Window * window,
return 0;
}
static int NDS_UpdateWindowFramebuffer(_THIS, SDL_Window * window, int numrects,
SDL_Rect * rects)
static int NDS_UpdateWindowFramebuffer(_THIS, SDL_Window * window,
SDL_Rect * rects, int numrects)
{
/* Nothing to do because writes are done directly into the
* framebuffer. */
......
......@@ -100,7 +100,7 @@ int WIN_CreateWindowFramebuffer(_THIS, SDL_Window * window, Uint32 * format, voi
return 0;
}
int WIN_UpdateWindowFramebuffer(_THIS, SDL_Window * window, int numrects, SDL_Rect * rects)
int WIN_UpdateWindowFramebuffer(_THIS, SDL_Window * window, SDL_Rect * rects, int numrects)
{
SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
......
......@@ -22,7 +22,7 @@
#include "SDL_config.h"
extern int WIN_CreateWindowFramebuffer(_THIS, SDL_Window * window, Uint32 * format, void ** pixels, int *pitch);
extern int WIN_UpdateWindowFramebuffer(_THIS, SDL_Window * window, int numrects, SDL_Rect * rects);
extern int WIN_UpdateWindowFramebuffer(_THIS, SDL_Window * window, SDL_Rect * rects, int numrects);
extern void WIN_DestroyWindowFramebuffer(_THIS, SDL_Window * window);
/* vi: set ts=4 sw=4 expandtab: */
......@@ -147,8 +147,8 @@ X11_CreateWindowFramebuffer(_THIS, SDL_Window * window, Uint32 * format,
}
int
X11_UpdateWindowFramebuffer(_THIS, SDL_Window * window,
int numrects, SDL_Rect * rects)
X11_UpdateWindowFramebuffer(_THIS, SDL_Window * window, SDL_Rect * rects,
int numrects)
{
SDL_WindowData *data = (SDL_WindowData *) window->driverdata;
Display *display = data->videodata->display;
......
......@@ -26,7 +26,7 @@ extern int X11_CreateWindowFramebuffer(_THIS, SDL_Window * window,
Uint32 * format,
void ** pixels, int *pitch);
extern int X11_UpdateWindowFramebuffer(_THIS, SDL_Window * window,
int numrects, SDL_Rect * rects);
SDL_Rect * rects, int numrects);
extern void X11_DestroyWindowFramebuffer(_THIS, SDL_Window * window);
/* vi: set ts=4 sw=4 expandtab: */
......@@ -19,14 +19,14 @@ static int current_color = 255;
static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
void
DrawPoints(SDL_Window * window, SDL_Renderer * renderer)
DrawPoints(SDL_Renderer * renderer)
{
int i;
int x, y;
int window_w, window_h;
SDL_Rect viewport;
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_RenderGetViewport(renderer, &viewport);
for (i = 0; i < num_objects * 4; ++i) {
/* Cycle the color and alpha, if desired */
......@@ -55,21 +55,21 @@ DrawPoints(SDL_Window * window, SDL_Renderer * renderer)
SDL_SetRenderDrawColor(renderer, 255, (Uint8) current_color,
(Uint8) current_color, (Uint8) current_alpha);
x = rand() % window_w;
y = rand() % window_h;
x = rand() % viewport.w;
y = rand() % viewport.h;
SDL_RenderDrawPoint(renderer, x, y);
}
}
void
DrawLines(SDL_Window * window, SDL_Renderer * renderer)
DrawLines(SDL_Renderer * renderer)
{
int i;
int x1, y1, x2, y2;
int window_w, window_h;
SDL_Rect viewport;
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_RenderGetViewport(renderer, &viewport);
for (i = 0; i < num_objects; ++i) {
/* Cycle the color and alpha, if desired */
......@@ -99,29 +99,29 @@ DrawLines(SDL_Window * window, SDL_Renderer * renderer)
(Uint8) current_color, (Uint8) current_alpha);
if (i == 0) {
SDL_RenderDrawLine(renderer, 0, 0, window_w - 1, window_h - 1);
SDL_RenderDrawLine(renderer, 0, window_h - 1, window_w - 1, 0);
SDL_RenderDrawLine(renderer, 0, window_h / 2, window_w - 1, window_h / 2);
SDL_RenderDrawLine(renderer, window_w / 2, 0, window_w / 2, window_h - 1);
SDL_RenderDrawLine(renderer, 0, 0, viewport.w - 1, viewport.h - 1);
SDL_RenderDrawLine(renderer, 0, viewport.h - 1, viewport.w - 1, 0);
SDL_RenderDrawLine(renderer, 0, viewport.h / 2, viewport.w - 1, viewport.h / 2);
SDL_RenderDrawLine(renderer, viewport.w / 2, 0, viewport.w / 2, viewport.h - 1);
} else {
x1 = (rand() % (window_w*2)) - window_w;
x2 = (rand() % (window_w*2)) - window_w;
y1 = (rand() % (window_h*2)) - window_h;
y2 = (rand() % (window_h*2)) - window_h;
x1 = (rand() % (viewport.w*2)) - viewport.w;
x2 = (rand() % (viewport.w*2)) - viewport.w;
y1 = (rand() % (viewport.h*2)) - viewport.h;
y2 = (rand() % (viewport.h*2)) - viewport.h;
SDL_RenderDrawLine(renderer, x1, y1, x2, y2);
}
}
}
void
DrawRects(SDL_Window * window, SDL_Renderer * renderer)
DrawRects(SDL_Renderer * renderer)
{
int i;
SDL_Rect rect;
int window_w, window_h;
SDL_Rect viewport;
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_RenderGetViewport(renderer, &viewport);
for (i = 0; i < num_objects / 4; ++i) {
/* Cycle the color and alpha, if desired */
......@@ -150,10 +150,10 @@ DrawRects(SDL_Window * window, SDL_Renderer * renderer)
SDL_SetRenderDrawColor(renderer, 255, (Uint8) current_color,
(Uint8) current_color, (Uint8) current_alpha);
rect.w = rand() % (window_h / 2);
rect.h = rand() % (window_h / 2);
rect.x = (rand() % (window_w*2) - window_w) - (rect.w / 2);
rect.y = (rand() % (window_h*2) - window_h) - (rect.h / 2);
rect.w = rand() % (viewport.h / 2);
rect.h = rand() % (viewport.h / 2);
rect.x = (rand() % (viewport.w*2) - viewport.w) - (rect.w / 2);
rect.y = (rand() % (viewport.h*2) - viewport.h) - (rect.h / 2);
SDL_RenderFillRect(renderer, &rect);
}
}
......@@ -243,9 +243,9 @@ main(int argc, char *argv[])
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
DrawRects(state->windows[i], renderer);
DrawLines(state->windows[i], renderer);
DrawPoints(state->windows[i], renderer);
DrawRects(renderer);
DrawLines(renderer);
DrawPoints(renderer);
SDL_RenderPresent(renderer);
}
......
......@@ -20,14 +20,14 @@ static int current_color = 255;
static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE;
void
DrawPoints(SDL_Window * window, SDL_Renderer * renderer)
DrawPoints(SDL_Renderer * renderer)
{
int i;
int x, y;
int window_w, window_h;
SDL_Rect viewport;
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_RenderGetViewport(renderer, &viewport);
for (i = 0; i < num_objects * 4; ++i) {
/* Cycle the color and alpha, if desired */
......@@ -56,8 +56,8 @@ DrawPoints(SDL_Window * window, SDL_Renderer * renderer)
SDL_SetRenderDrawColor(renderer, 255, (Uint8) current_color,
(Uint8) current_color, (Uint8) current_alpha);
x = rand() % window_w;
y = rand() % window_h;
x = rand() % viewport.w;
y = rand() % viewport.h;
SDL_RenderDrawPoint(renderer, x, y);
}
}
......@@ -84,23 +84,23 @@ add_line(int x1, int y1, int x2, int y2)
void
DrawLines(SDL_Window * window, SDL_Renderer * renderer)
DrawLines(SDL_Renderer * renderer)
{
int i;
int x1, y1, x2, y2;
int window_w, window_h;
SDL_Rect viewport;
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_RenderGetViewport(renderer, &viewport);
for (i = 0; i < num_lines; ++i) {
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
for (i = 0; i < num_lines; ++i) {
if (i == -1) {
SDL_RenderDrawLine(renderer, 0, 0, window_w - 1, window_h - 1);
SDL_RenderDrawLine(renderer, 0, window_h - 1, window_w - 1, 0);
SDL_RenderDrawLine(renderer, 0, window_h / 2, window_w - 1, window_h / 2);
SDL_RenderDrawLine(renderer, window_w / 2, 0, window_w / 2, window_h - 1);
SDL_RenderDrawLine(renderer, 0, 0, viewport.w - 1, viewport.h - 1);
SDL_RenderDrawLine(renderer, 0, viewport.h - 1, viewport.w - 1, 0);
SDL_RenderDrawLine(renderer, 0, viewport.h / 2, viewport.w - 1, viewport.h / 2);
SDL_RenderDrawLine(renderer, viewport.w / 2, 0, viewport.w / 2, viewport.h - 1);
} else {
SDL_RenderDrawLine(renderer, lines[i].x, lines[i].y, lines[i].w, lines[i].h);
}
......@@ -135,27 +135,18 @@ add_rect(int x1, int y1, int x2, int y2)
}
static void
DrawRects(SDL_Window * window, SDL_Renderer * renderer)
DrawRects(SDL_Renderer * renderer)
{
int i;
int window_w, window_h;
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
for (i = 0; i < num_rects; ++i) {
SDL_SetRenderDrawColor(renderer, 255, 127, 0, 255);
SDL_RenderFillRect(renderer, &rects[i]);
}
SDL_SetRenderDrawColor(renderer, 255, 127, 0, 255);
SDL_RenderFillRects(renderer, rects, num_rects);
}
static void
DrawRectLineIntersections(SDL_Window * window, SDL_Renderer * renderer)
DrawRectLineIntersections(SDL_Renderer * renderer)
{
int i, j, window_w, window_h;
int i, j;
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_SetRenderDrawColor(renderer, 0, 255, 55, 255);
for (i = 0; i < num_rects; i++)
for (j = 0; j < num_lines; j++) {
......@@ -169,22 +160,22 @@ DrawRectLineIntersections(SDL_Window * window, SDL_Renderer * renderer)
y2 = lines[j].h;
if (SDL_IntersectRectAndLine(&r, &x1, &y1, &x2, &y2)) {
SDL_SetRenderDrawColor(renderer, 0, 255, 55, 255);
SDL_RenderDrawLine(renderer, x1, y1, x2, y2);
}
}
}
static void
DrawRectRectIntersections(SDL_Window * window, SDL_Renderer * renderer)
DrawRectRectIntersections(SDL_Renderer * renderer)
{
int i, j;
SDL_SetRenderDrawColor(renderer, 255, 200, 0, 255);
for (i = 0; i < num_rects; i++)
for (j = i + 1; j < num_rects; j++) {
SDL_Rect r;
if (SDL_IntersectRect(&rects[i], &rects[j], &r)) {
SDL_SetRenderDrawColor(renderer, 255, 200, 0, 255);
SDL_RenderFillRect(renderer, &r);
}
}
......@@ -310,11 +301,11 @@ main(int argc, char *argv[])
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
DrawRects(state->windows[i], renderer);
DrawPoints(state->windows[i], renderer);
DrawRectRectIntersections(state->windows[i], renderer);
DrawLines(state->windows[i], renderer);
DrawRectLineIntersections(state->windows[i], renderer);
DrawRects(renderer);
DrawPoints(renderer);
DrawRectRectIntersections(renderer);
DrawLines(renderer);
DrawRectLineIntersections(renderer);
SDL_RenderPresent(renderer);
}
......
......@@ -82,9 +82,9 @@ LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
void
Draw(DrawState *s)
{
int w, h;
SDL_Rect viewport;
SDL_GetWindowSize(s->window, &w, &h);
SDL_RenderGetViewport(s->renderer, &viewport);
/* Draw the background */
SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
......@@ -93,7 +93,7 @@ Draw(DrawState *s)
s->sprite_rect.w += s->scale_direction;
s->sprite_rect.h += s->scale_direction;
if (s->scale_direction > 0) {
if (s->sprite_rect.w >= w || s->sprite_rect.h >= h) {
if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
s->scale_direction = -1;
}
} else {
......@@ -101,8 +101,8 @@ Draw(DrawState *s)
s->scale_direction = 1;
}
}
s->sprite_rect.x = (w - s->sprite_rect.w) / 2;
s->sprite_rect.y = (h - s->sprite_rect.h) / 2;
s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
......
......@@ -92,15 +92,14 @@ LoadSprite(char *file)
}
void
MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
{
int i, n;
int window_w, window_h;
SDL_Rect temp;
SDL_Rect viewport, temp;
SDL_Rect *position, *velocity;
/* Query the sizes */
SDL_GetWindowSize(window, &window_w, &window_h);
SDL_RenderGetViewport(renderer, &viewport);
/* Cycle the color and alpha, if desired */
if (cycle_color) {
......@@ -136,16 +135,16 @@ MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
/* Test points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderDrawPoint(renderer, 0, 0);
SDL_RenderDrawPoint(renderer, window_w-1, 0);
SDL_RenderDrawPoint(renderer, 0, window_h-1);
SDL_RenderDrawPoint(renderer, window_w-1, window_h-1);
SDL_RenderDrawPoint(renderer, viewport.w-1, 0);
SDL_RenderDrawPoint(renderer, 0, viewport.h-1);
SDL_RenderDrawPoint(renderer, viewport.w-1, viewport.h-1);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, 1, 0, window_w-2, 0);
SDL_RenderDrawLine(renderer, 1, window_h-1, window_w-2, window_h-1);
SDL_RenderDrawLine(renderer, 0, 1, 0, window_h-2);
SDL_RenderDrawLine(renderer, window_w-1, 1, window_w-1, window_h-2);
SDL_RenderDrawLine(renderer, 1, 0, viewport.w-2, 0);
SDL_RenderDrawLine(renderer, 1, viewport.h-1, viewport.w-2, viewport.h-1);
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h-2);
SDL_RenderDrawLine(renderer, viewport.w-1, 1, viewport.w-1, viewport.h-2);
/* Test fill and copy */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
......@@ -155,20 +154,20 @@ MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = window_w-sprite_w-1;
temp.x = viewport.w-sprite_w-1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = 1;
temp.y = window_h-sprite_h-1;
temp.y = viewport.h-sprite_h-1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = window_w-sprite_w-1;
temp.y = window_h-sprite_h-1;
temp.x = viewport.w-sprite_w-1;
temp.y = viewport.h-sprite_h-1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
......@@ -177,9 +176,9 @@ MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
window_w-sprite_w-2, window_h-sprite_h-2);
SDL_RenderDrawLine(renderer, window_w-sprite_w-2, sprite_h,
sprite_w, window_h-sprite_h-2);
viewport.w-sprite_w-2, viewport.h-sprite_h-2);
SDL_RenderDrawLine(renderer, viewport.w-sprite_w-2, sprite_h,
sprite_w, viewport.h-sprite_h-2);
/* Move the sprite, bounce at the wall, and draw */
n = 0;
......@@ -187,12 +186,12 @@ MoveSprites(SDL_Window * window, SDL_Renderer * renderer, SDL_Texture * sprite)
position = &positions[i];
velocity = &velocities[i];
position->x += velocity->x;
if ((position->x < 0) || (position->x >= (window_w - sprite_w))) {
if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
if ((position->y < 0) || (position->y >= (window_h - sprite_h))) {
if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
velocity->y = -velocity->y;
position->y += velocity->y;
}
......@@ -313,7 +312,7 @@ main(int argc, char *argv[])
CommonEvent(state, &event, &done);
}
for (i = 0; i < state->num_windows; ++i) {
MoveSprites(state->windows[i], state->renderers[i], sprites[i]);
MoveSprites(state->renderers[i], sprites[i]);
}
}
......
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