Add OpenGL implementation
parent
faded41ab1
commit
37f78fc1cc
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@ -159,7 +159,7 @@ SDL_PROC_UNUSED(void, glGetBooleanv, (GLenum pname, GLboolean * params))
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SDL_PROC_UNUSED(void, glGetClipPlane, (GLenum plane, GLdouble * equation))
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SDL_PROC_UNUSED(void, glGetDoublev, (GLenum pname, GLdouble * params))
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SDL_PROC(GLenum, glGetError, (void))
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SDL_PROC_UNUSED(void, glGetFloatv, (GLenum pname, GLfloat * params))
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SDL_PROC(void, glGetFloatv, (GLenum pname, GLfloat * params))
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SDL_PROC(void, glGetIntegerv, (GLenum pname, GLint * params))
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SDL_PROC_UNUSED(void, glGetLightfv,
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(GLenum light, GLenum pname, GLfloat * params))
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@ -1052,6 +1052,46 @@ GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * te
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return 0;
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}
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static int
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GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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SDL_Vertex *vertices, int num_vertices, int *indices, int num_indices, float scale_x, float scale_y)
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{
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GL_TextureData *texturedata = NULL;
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int i;
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int count = indices ? num_indices : num_vertices;
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GLfloat *verts;
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int sz = 2 + 4 + (texture ? 2 : 0);
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verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * sz * sizeof (GLfloat), 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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if (texture) {
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texturedata = (GL_TextureData *) texture->driverdata;
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}
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cmd->data.draw.count = count;
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for (i = 0; i < count; i++) {
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SDL_Vertex *v = &vertices[indices ? indices[i] : i];
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*(verts++) = v->position.x * scale_x;
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*(verts++) = v->position.y * scale_y;
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*(verts++) = v->color.r * inv255f;
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*(verts++) = v->color.g * inv255f;
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*(verts++) = v->color.b * inv255f;
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*(verts++) = v->color.a * inv255f;
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if (texture) {
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*(verts++) = (v->tex_coord.x / texture->w) * texturedata->texw;
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*(verts++) = (v->tex_coord.y / texture->h) * texturedata->texh;
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}
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}
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return 0;
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}
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static void
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SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader)
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{
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@ -1373,6 +1413,48 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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break;
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}
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case SDL_RENDERCMD_GEOMETRY: {
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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SDL_Texture *texture = cmd->data.draw.texture;
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const size_t count = cmd->data.draw.count;
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if (texture) {
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SetCopyState(data, cmd);
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} else {
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SetDrawState(data, cmd, SHADER_SOLID);
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}
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{
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int j;
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float currentColor[4];
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data->glGetFloatv(GL_CURRENT_COLOR, currentColor);
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data->glBegin(GL_TRIANGLES);
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for (j = 0; j < count; ++j)
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{
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const GLfloat x = *(verts++);
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const GLfloat y = *(verts++);
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const GLfloat r = *(verts++);
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const GLfloat g = *(verts++);
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const GLfloat b = *(verts++);
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const GLfloat a = *(verts++);
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data->glColor4f(r, g, b, a);
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if (texture) {
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GLfloat u = *(verts++);
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GLfloat v = *(verts++);
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data->glTexCoord2f(u,v);
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}
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data->glVertex2f(x, y);
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}
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data->glEnd();
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data->glColor4f(currentColor[0], currentColor[1], currentColor[2], currentColor[3]);
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}
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break;
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}
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case SDL_RENDERCMD_NO_OP:
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break;
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}
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@ -1654,6 +1736,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueFillRects = GL_QueueFillRects;
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renderer->QueueCopy = GL_QueueCopy;
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renderer->QueueCopyEx = GL_QueueCopyEx;
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renderer->QueueGeometry = GL_QueueGeometry;
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renderer->RunCommandQueue = GL_RunCommandQueue;
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renderer->RenderReadPixels = GL_RenderReadPixels;
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renderer->RenderPresent = GL_RenderPresent;
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