Add OpenGL implementation

main
Sylvain 2021-03-16 15:13:15 +01:00 committed by Sylvain Becker
parent faded41ab1
commit 37f78fc1cc
2 changed files with 84 additions and 1 deletions

View File

@ -159,7 +159,7 @@ SDL_PROC_UNUSED(void, glGetBooleanv, (GLenum pname, GLboolean * params))
SDL_PROC_UNUSED(void, glGetClipPlane, (GLenum plane, GLdouble * equation))
SDL_PROC_UNUSED(void, glGetDoublev, (GLenum pname, GLdouble * params))
SDL_PROC(GLenum, glGetError, (void))
SDL_PROC_UNUSED(void, glGetFloatv, (GLenum pname, GLfloat * params))
SDL_PROC(void, glGetFloatv, (GLenum pname, GLfloat * params))
SDL_PROC(void, glGetIntegerv, (GLenum pname, GLint * params))
SDL_PROC_UNUSED(void, glGetLightfv,
(GLenum light, GLenum pname, GLfloat * params))

View File

@ -1052,6 +1052,46 @@ GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * te
return 0;
}
static int
GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y)
{
GL_TextureData *texturedata = NULL;
int i;
int count = indices ? num_indices : num_vertices;
GLfloat *verts;
int sz = 2 + 4 + (texture ? 2 : 0);
verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz * sizeof (GLfloat), 0, &cmd->data.draw.first);
if (!verts) {
return -1;
}
if (texture) {
texturedata = (GL_TextureData *) texture->driverdata;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
SDL_Vertex *v = &vertices[indices ? indices[i] : i];
*(verts++) = v->position.x * scale_x;
*(verts++) = v->position.y * scale_y;
*(verts++) = v->color.r * inv255f;
*(verts++) = v->color.g * inv255f;
*(verts++) = v->color.b * inv255f;
*(verts++) = v->color.a * inv255f;
if (texture) {
*(verts++) = (v->tex_coord.x / texture->w) * texturedata->texw;
*(verts++) = (v->tex_coord.y / texture->h) * texturedata->texh;
}
}
return 0;
}
static void
SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
{
@ -1373,6 +1413,48 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
break;
}
case SDL_RENDERCMD_GEOMETRY: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SDL_Texture *texture = cmd->data.draw.texture;
const size_t count = cmd->data.draw.count;
if (texture) {
SetCopyState(data, cmd);
} else {
SetDrawState(data, cmd, SHADER_SOLID);
}
{
int j;
float currentColor[4];
data->glGetFloatv(GL_CURRENT_COLOR, currentColor);
data->glBegin(GL_TRIANGLES);
for (j = 0; j < count; ++j)
{
const GLfloat x = *(verts++);
const GLfloat y = *(verts++);
const GLfloat r = *(verts++);
const GLfloat g = *(verts++);
const GLfloat b = *(verts++);
const GLfloat a = *(verts++);
data->glColor4f(r, g, b, a);
if (texture) {
GLfloat u = *(verts++);
GLfloat v = *(verts++);
data->glTexCoord2f(u,v);
}
data->glVertex2f(x, y);
}
data->glEnd();
data->glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]);
}
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
@ -1654,6 +1736,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueFillRects = GL_QueueFillRects;
renderer->QueueCopy = GL_QueueCopy;
renderer->QueueCopyEx = GL_QueueCopyEx;
renderer->QueueGeometry = GL_QueueGeometry;
renderer->RunCommandQueue = GL_RunCommandQueue;
renderer->RenderReadPixels = GL_RenderReadPixels;
renderer->RenderPresent = GL_RenderPresent;