Commit e06b5148 authored by Sam Lantinga's avatar Sam Lantinga

OpenGL renderer is feature complete!

Dynamically load GL functions in the OpenGL renderer.

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%401972
parent c05ca368
......@@ -16,9 +16,9 @@ SDL_PROC_UNUSED(void, glBitmap,
SDL_PROC(void, glBlendFunc, (GLenum, GLenum))
SDL_PROC_UNUSED(void, glCallList, (GLuint))
SDL_PROC_UNUSED(void, glCallLists, (GLsizei, GLenum, const GLvoid *))
SDL_PROC_UNUSED(void, glClear, (GLbitfield))
SDL_PROC(void, glClear, (GLbitfield))
SDL_PROC_UNUSED(void, glClearAccum, (GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC_UNUSED(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
SDL_PROC(void, glClearColor, (GLclampf, GLclampf, GLclampf, GLclampf))
SDL_PROC_UNUSED(void, glClearDepth, (GLclampd))
SDL_PROC_UNUSED(void, glClearIndex, (GLfloat))
SDL_PROC_UNUSED(void, glClearStencil, (GLint))
......@@ -33,7 +33,7 @@ SDL_PROC_UNUSED(void, glColor3i, (GLint, GLint, GLint))
SDL_PROC_UNUSED(void, glColor3iv, (const GLint *))
SDL_PROC_UNUSED(void, glColor3s, (GLshort, GLshort, GLshort))
SDL_PROC_UNUSED(void, glColor3sv, (const GLshort *))
SDL_PROC(void, glColor3ub, (GLubyte, GLubyte, GLubyte))
SDL_PROC_UNUSED(void, glColor3ub, (GLubyte, GLubyte, GLubyte))
SDL_PROC_UNUSED(void, glColor3ubv, (const GLubyte *))
SDL_PROC_UNUSED(void, glColor3ui, (GLuint, GLuint, GLuint))
SDL_PROC_UNUSED(void, glColor3uiv, (const GLuint *))
......@@ -43,14 +43,14 @@ SDL_PROC_UNUSED(void, glColor4b, (GLbyte, GLbyte, GLbyte, GLbyte))
SDL_PROC_UNUSED(void, glColor4bv, (const GLbyte *))
SDL_PROC_UNUSED(void, glColor4d, (GLdouble, GLdouble, GLdouble, GLdouble))
SDL_PROC_UNUSED(void, glColor4dv, (const GLdouble *))
SDL_PROC(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC_UNUSED(void, glColor4f, (GLfloat, GLfloat, GLfloat, GLfloat))
SDL_PROC_UNUSED(void, glColor4fv, (const GLfloat *))
SDL_PROC_UNUSED(void, glColor4i, (GLint, GLint, GLint, GLint))
SDL_PROC_UNUSED(void, glColor4iv, (const GLint *))
SDL_PROC_UNUSED(void, glColor4s, (GLshort, GLshort, GLshort, GLshort))
SDL_PROC_UNUSED(void, glColor4sv, (const GLshort *))
SDL_PROC(void, glColor4ub,
(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha))
SDL_PROC_UNUSED(void, glColor4ub,
(GLubyte red, GLubyte green, GLubyte blue, GLubyte alpha))
SDL_PROC_UNUSED(void, glColor4ubv, (const GLubyte * v))
SDL_PROC_UNUSED(void, glColor4ui,
(GLuint red, GLuint green, GLuint blue, GLuint alpha))
......@@ -89,7 +89,7 @@ SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar))
SDL_PROC(void, glDisable, (GLenum cap))
SDL_PROC_UNUSED(void, glDisableClientState, (GLenum array))
SDL_PROC_UNUSED(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
SDL_PROC(void, glDrawBuffer, (GLenum mode))
SDL_PROC_UNUSED(void, glDrawBuffer, (GLenum mode))
SDL_PROC_UNUSED(void, glDrawElements,
(GLenum mode, GLsizei count, GLenum type,
const GLvoid * indices))
......@@ -119,8 +119,8 @@ SDL_PROC_UNUSED(void, glEvalPoint1, (GLint i))
SDL_PROC_UNUSED(void, glEvalPoint2, (GLint i, GLint j))
SDL_PROC_UNUSED(void, glFeedbackBuffer,
(GLsizei size, GLenum type, GLfloat * buffer))
SDL_PROC(void, glFinish, (void))
SDL_PROC(void, glFlush, (void))
SDL_PROC_UNUSED(void, glFinish, (void))
SDL_PROC_UNUSED(void, glFlush, (void))
SDL_PROC_UNUSED(void, glFogf, (GLenum pname, GLfloat param))
SDL_PROC_UNUSED(void, glFogfv, (GLenum pname, const GLfloat * params))
SDL_PROC_UNUSED(void, glFogi, (GLenum pname, GLint param))
......@@ -153,7 +153,7 @@ SDL_PROC_UNUSED(void, glGetPixelMapuiv, (GLenum map, GLuint * values))
SDL_PROC_UNUSED(void, glGetPixelMapusv, (GLenum map, GLushort * values))
SDL_PROC_UNUSED(void, glGetPointerv, (GLenum pname, GLvoid * *params))
SDL_PROC_UNUSED(void, glGetPolygonStipple, (GLubyte * mask))
SDL_PROC(const GLubyte *, glGetString, (GLenum name))
SDL_PROC_UNUSED(const GLubyte *, glGetString, (GLenum name))
SDL_PROC_UNUSED(void, glGetTexEnvfv,
(GLenum target, GLenum pname, GLfloat * params))
SDL_PROC_UNUSED(void, glGetTexEnviv,
......@@ -276,16 +276,16 @@ SDL_PROC_UNUSED(void, glPointSize, (GLfloat size))
SDL_PROC_UNUSED(void, glPolygonMode, (GLenum face, GLenum mode))
SDL_PROC_UNUSED(void, glPolygonOffset, (GLfloat factor, GLfloat units))
SDL_PROC_UNUSED(void, glPolygonStipple, (const GLubyte * mask))
SDL_PROC(void, glPopAttrib, (void))
SDL_PROC(void, glPopClientAttrib, (void))
SDL_PROC(void, glPopMatrix, (void))
SDL_PROC_UNUSED(void, glPopAttrib, (void))
SDL_PROC_UNUSED(void, glPopClientAttrib, (void))
SDL_PROC_UNUSED(void, glPopMatrix, (void))
SDL_PROC_UNUSED(void, glPopName, (void))
SDL_PROC_UNUSED(void, glPrioritizeTextures,
(GLsizei n, const GLuint * textures,
const GLclampf * priorities))
SDL_PROC(void, glPushAttrib, (GLbitfield mask))
SDL_PROC(void, glPushClientAttrib, (GLbitfield mask))
SDL_PROC(void, glPushMatrix, (void))
SDL_PROC_UNUSED(void, glPushAttrib, (GLbitfield mask))
SDL_PROC_UNUSED(void, glPushClientAttrib, (GLbitfield mask))
SDL_PROC_UNUSED(void, glPushMatrix, (void))
SDL_PROC_UNUSED(void, glPushName, (GLuint name))
SDL_PROC_UNUSED(void, glRasterPos2d, (GLdouble x, GLdouble y))
SDL_PROC_UNUSED(void, glRasterPos2dv, (const GLdouble * v))
......@@ -315,9 +315,9 @@ SDL_PROC_UNUSED(void, glRasterPos4s,
(GLshort x, GLshort y, GLshort z, GLshort w))
SDL_PROC_UNUSED(void, glRasterPos4sv, (const GLshort * v))
SDL_PROC_UNUSED(void, glReadBuffer, (GLenum mode))
SDL_PROC(void, glReadPixels,
(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format,
GLenum type, GLvoid * pixels))
SDL_PROC_UNUSED(void, glReadPixels,
(GLint x, GLint y, GLsizei width, GLsizei height,
GLenum format, GLenum type, GLvoid * pixels))
SDL_PROC_UNUSED(void, glRectd,
(GLdouble x1, GLdouble y1, GLdouble x2, GLdouble y2))
SDL_PROC_UNUSED(void, glRectdv, (const GLdouble * v1, const GLdouble * v2))
......@@ -418,7 +418,7 @@ SDL_PROC(void, glTexSubImage2D,
(GLenum target, GLint level, GLint xoffset, GLint yoffset,
GLsizei width, GLsizei height, GLenum format, GLenum type,
const GLvoid * pixels))
SDL_PROC(void, glTranslated, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glTranslated, (GLdouble x, GLdouble y, GLdouble z))
SDL_PROC_UNUSED(void, glTranslatef, (GLfloat x, GLfloat y, GLfloat z))
SDL_PROC_UNUSED(void, glVertex2d, (GLdouble x, GLdouble y))
SDL_PROC_UNUSED(void, glVertex2dv, (const GLdouble * v))
......@@ -451,4 +451,5 @@ SDL_PROC_UNUSED(void, glVertexPointer,
(GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer))
SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height))
/* vi: set ts=4 sw=4 expandtab: */
......@@ -98,6 +98,13 @@ typedef struct
{
SDL_GLContext context;
SDL_bool GL_ARB_texture_rectangle_supported;
int blendMode;
int scaleMode;
/* OpenGL functions */
#define SDL_PROC(ret,func,params) ret (APIENTRY *func) params;
#include "SDL_glfuncs.h"
#undef SDL_PROC
} GL_RenderData;
typedef struct
......@@ -151,6 +158,32 @@ GL_SetError(const char *prefix, GLenum result)
SDL_SetError("%s: %s", prefix, error);
}
static int
GL_LoadFunctions(GL_RenderData * data)
{
#if defined(__QNXNTO__) && (_NTO_VERSION < 630)
#define __SDL_NOGETPROCADDR__
#elif defined(__MINT__)
#define __SDL_NOGETPROCADDR__
#endif
#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;
}
void
GL_AddRenderDriver(_THIS)
{
......@@ -205,6 +238,11 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->info.flags =
(SDL_Renderer_PresentDiscard | SDL_Renderer_Accelerated);
if (GL_LoadFunctions(data) < 0) {
GL_DestroyRenderer(renderer);
return NULL;
}
data->context = SDL_GL_CreateContext(window->id);
if (!data->context) {
GL_DestroyRenderer(renderer);
......@@ -224,8 +262,10 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->info.flags |= SDL_Renderer_PresentVSync;
}
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &renderer->info.max_texture_width);
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &renderer->info.max_texture_height);
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE,
&renderer->info.max_texture_width);
data->glGetIntegerv(GL_MAX_TEXTURE_SIZE,
&renderer->info.max_texture_height);
if (SDL_GL_ExtensionSupported("GL_ARB_texture_rectangle")
|| SDL_GL_ExtensionSupported("GL_EXT_texture_rectangle")) {
......@@ -233,19 +273,22 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
}
/* Set up parameters for rendering */
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
data->blendMode = -1;
data->scaleMode = -1;
data->glDisable(GL_DEPTH_TEST);
data->glDisable(GL_CULL_FACE);
if (data->GL_ARB_texture_rectangle_supported) {
glEnable(GL_TEXTURE_RECTANGLE_ARB);
data->glEnable(GL_TEXTURE_RECTANGLE_ARB);
} else {
glEnable(GL_TEXTURE_2D);
data->glEnable(GL_TEXTURE_2D);
}
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glViewport(0, 0, window->w, window->h);
glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0, 1.0);
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
data->glViewport(0, 0, window->w, window->h);
data->glOrtho(0.0, (GLdouble) window->w, (GLdouble) window->h, 0.0, 0.0,
1.0);
return renderer;
}
......@@ -371,8 +414,8 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
texture->driverdata = data;
glGetError();
glGenTextures(1, &data->texture);
renderdata->glGetError();
renderdata->glGenTextures(1, &data->texture);
if (renderdata->GL_ARB_texture_rectangle_supported) {
data->type = GL_TEXTURE_RECTANGLE_ARB;
texture_w = texture->w;
......@@ -388,10 +431,10 @@ GL_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
data->format = format;
data->formattype = type;
glBindTexture(data->type, data->texture);
glTexImage2D(data->type, 0, internalFormat, texture_w, texture_h, 0,
format, type, NULL);
result = glGetError();
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
GL_SetError("glTexImage2D()", result);
return -1;
......@@ -419,31 +462,34 @@ GL_GetTexturePalette(SDL_Renderer * renderer, SDL_Texture * texture,
}
static void
SetupTextureUpdate(SDL_Texture * texture, int pitch)
SetupTextureUpdate(GL_RenderData * renderdata, SDL_Texture * texture,
int pitch)
{
if (texture->format == SDL_PixelFormat_Index1LSB) {
glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 1);
} else if (texture->format == SDL_PixelFormat_Index1MSB) {
glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
renderdata->glPixelStorei(GL_UNPACK_LSB_FIRST, 0);
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glPixelStorei(GL_UNPACK_ROW_LENGTH,
pitch / SDL_BYTESPERPIXEL(texture->format));
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glPixelStorei(GL_UNPACK_ROW_LENGTH,
pitch / SDL_BYTESPERPIXEL(texture->format));
}
static int
GL_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
GLenum result;
glGetError();
SetupTextureUpdate(texture, pitch);
glBindTexture(data->type, data->texture);
glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w, rect->h,
data->format, data->formattype, pixels);
result = glGetError();
renderdata->glGetError();
SetupTextureUpdate(renderdata, texture, pitch);
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
rect->h, data->format, data->formattype,
pixels);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
GL_SetError("glTexSubImage2D()", result);
return -1;
......@@ -507,10 +553,10 @@ GL_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect, Uint32 color)
g = ((GLclampf) ((color >> 8) & 0xFF)) / 255.0f;
b = ((GLclampf) (color & 0xFF)) / 255.0f;
glClearColor(r, g, b, a);
glViewport(rect->x, window->h - rect->y, rect->w, rect->h);
glClear(GL_COLOR_BUFFER_BIT);
glViewport(0, 0, window->w, window->h);
data->glClearColor(r, g, b, a);
data->glViewport(rect->x, window->h - rect->y, rect->w, rect->h);
data->glClear(GL_COLOR_BUFFER_BIT);
data->glViewport(0, 0, window->w, window->h);
return 0;
}
......@@ -530,16 +576,16 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
int bpp = SDL_BYTESPERPIXEL(texture->format);
int pitch = texturedata->pitch;
SetupTextureUpdate(texture, pitch);
glBindTexture(texturedata->type, texturedata->texture);
SetupTextureUpdate(data, texture, pitch);
data->glBindTexture(texturedata->type, texturedata->texture);
for (dirty = texturedata->dirty.list; dirty; dirty = dirty->next) {
SDL_Rect *rect = &dirty->rect;
pixels =
(void *) ((Uint8 *) texturedata->pixels + rect->y * pitch +
rect->x * bpp);
glTexSubImage2D(texturedata->type, 0, rect->x, rect->y, rect->w,
rect->h, texturedata->format,
texturedata->formattype, pixels);
data->glTexSubImage2D(texturedata->type, 0, rect->x, rect->y,
rect->w, rect->h, texturedata->format,
texturedata->formattype, pixels);
}
SDL_ClearDirtyRects(&texturedata->dirty);
}
......@@ -558,54 +604,64 @@ GL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
glBindTexture(texturedata->type, texturedata->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;
data->glBindTexture(texturedata->type, texturedata->texture);
if (blendMode != data->blendMode) {
switch (blendMode) {
case SDL_TextureBlendMode_None:
data->glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
data->glDisable(GL_BLEND);
break;
case SDL_TextureBlendMode_Mask:
case SDL_TextureBlendMode_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_TextureBlendMode_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_TextureBlendMode_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;
}
switch (scaleMode) {
case SDL_TextureScaleMode_None:
case SDL_TextureScaleMode_Fast:
glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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;
if (scaleMode != data->scaleMode) {
switch (scaleMode) {
case SDL_TextureScaleMode_None:
case SDL_TextureScaleMode_Fast:
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
break;
case SDL_TextureScaleMode_Slow:
case SDL_TextureScaleMode_Best:
data->glTexParameteri(texturedata->type, GL_TEXTURE_MIN_FILTER,
GL_LINEAR);
data->glTexParameteri(texturedata->type, GL_TEXTURE_MAG_FILTER,
GL_LINEAR);
break;
}
data->scaleMode = scaleMode;
}
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(minu, minv);
glVertex2i(minx, miny);
glTexCoord2f(maxu, minv);
glVertex2i(maxx, miny);
glTexCoord2f(minu, maxv);
glVertex2i(minx, maxy);
glTexCoord2f(maxu, maxv);
glVertex2i(maxx, maxy);
glEnd();
data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
data->glVertex2i(minx, miny);
data->glTexCoord2f(maxu, minv);
data->glVertex2i(maxx, miny);
data->glTexCoord2f(minu, maxv);
data->glVertex2i(minx, maxy);
data->glTexCoord2f(maxu, maxv);
data->glVertex2i(maxx, maxy);
data->glEnd();
return 0;
}
......@@ -619,13 +675,14 @@ GL_RenderPresent(SDL_Renderer * renderer)
static void
GL_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GL_RenderData *renderdata = (GL_RenderData *) renderer->driverdata;
GL_TextureData *data = (GL_TextureData *) texture->driverdata;
if (!data) {
return;
}
if (data->texture) {
glDeleteTextures(1, &data->texture);
renderdata->glDeleteTextures(1, &data->texture);
}
if (data->pixels) {
SDL_free(data->pixels);
......
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