render: Make opengl backend take advantage of new high-level features.

This commit is contained in:
Ryan C. Gordon 2018-09-24 02:08:34 -04:00
parent 8ac5c00a43
commit 051d1cfcd1

View File

@ -1161,23 +1161,12 @@ GL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * te
}
static void
SetDrawState(const GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader shader,
Uint32 *current_color, SDL_BlendMode *current_blend, GL_Shader *current_shader,
SDL_bool *current_texturing)
SetDrawState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
const GL_Shader shader, SDL_BlendMode *current_blend,
GL_Shader *current_shader, SDL_bool *current_texturing)
{
const Uint8 r = cmd->data.draw.r;
const Uint8 g = cmd->data.draw.g;
const Uint8 b = cmd->data.draw.b;
const Uint8 a = cmd->data.draw.a;
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
const SDL_BlendMode blend = cmd->data.draw.blend;
if (color != *current_color) {
data->glColor4f((GLfloat) r * inv255f, (GLfloat) g * inv255f,
(GLfloat) b * inv255f, (GLfloat) a * inv255f);
*current_color = color;
}
if (blend != *current_blend) {
if (blend == SDL_BLENDMODE_NONE) {
data->glDisable(GL_BLEND);
@ -1210,7 +1199,7 @@ SetDrawState(const GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_S
static void
SetCopyState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
Uint32 *current_color, SDL_BlendMode *current_blend, GL_Shader *current_shader,
SDL_BlendMode *current_blend, GL_Shader *current_shader,
SDL_bool *current_texturing, SDL_Texture **current_texture)
{
SDL_Texture *texture = cmd->data.draw.texture;
@ -1254,7 +1243,7 @@ SetCopyState(const GL_RenderData *data, const SDL_RenderCommand *cmd,
}
}
SetDrawState(data, cmd, shader, current_color, current_blend, current_shader, current_texturing);
SetDrawState(data, cmd, shader, current_blend, current_shader, current_texturing);
if (texture != *current_texture) {
const GLenum textype = data->textype;
@ -1281,23 +1270,16 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
{
/* !!! FIXME: it'd be nice to use a vertex buffer instead of immediate mode... */
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
SDL_bool clipping_enabled = renderer->clipping_enabled;
SDL_Rect viewport;
SDL_Texture *bound_texture = NULL;
SDL_BlendMode blend = SDL_BLENDMODE_INVALID;
GL_Shader shader = SHADER_INVALID;
int drawablew = 0, drawableh = 0;
SDL_bool cliprect_enabled = SDL_FALSE;
SDL_Rect cliprect;
const SDL_bool istarget = renderer->target != NULL;
Uint32 clear_color = ((renderer->a << 24) | (renderer->r << 16) | (renderer->g << 8) | renderer->b);
Uint32 draw_color = clear_color;
SDL_bool texturing = SDL_FALSE;
size_t i;
/* !!! FIXME: if we could guarantee the app isn't messing with the GL, too, we wouldn't
!!! FIXME: have to default a bunch of this state at the start. */
if (GL_ActivateRenderer(renderer) < 0) {
return -1;
}
@ -1306,85 +1288,47 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
SDL_GL_GetDrawableSize(renderer->window, &drawablew, &drawableh);
}
data->glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
data->glColor4f((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
SDL_memcpy(&viewport, &renderer->viewport, sizeof (viewport));
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glViewport(viewport.x,
istarget ? viewport.y : (drawableh - viewport.y - viewport.h),
viewport.w, viewport.h);
if (viewport.w && viewport.h) {
data->glOrtho((GLdouble) 0, (GLdouble) renderer->viewport.w,
(GLdouble) istarget ? 0 : renderer->viewport.h,
(GLdouble) istarget ? renderer->viewport.h : 0,
0.0, 1.0);
}
data->glDisable(data->textype);
data->glMatrixMode(GL_MODELVIEW);
data->glLoadIdentity();
SDL_memcpy(&cliprect, &renderer->clip_rect, sizeof (cliprect));
cliprect_enabled = renderer->clipping_enabled;
if (cliprect_enabled) {
data->glEnable(GL_SCISSOR_TEST);
} else {
data->glDisable(GL_SCISSOR_TEST);
}
data->glDisable(data->textype);
data->glScissor(viewport.x + cliprect.x,
istarget ? viewport.y + cliprect.y : drawableh - viewport.y - cliprect.y - cliprect.h,
cliprect.w, cliprect.h);
while (cmd) {
switch (cmd->command) {
case SDL_RENDERCMD_SETDRAWCOLOR: {
// !!! FIXME: use this.
data->glColor4f((GLfloat) cmd->data.color.r * inv255f,
(GLfloat) cmd->data.color.g * inv255f,
(GLfloat) cmd->data.color.b * inv255f,
(GLfloat) cmd->data.color.a * inv255f);
break;
}
case SDL_RENDERCMD_SETVIEWPORT: {
if (SDL_memcmp(&cmd->data.viewport.rect, &viewport, sizeof (viewport)) != 0) {
SDL_memcpy(&viewport, &cmd->data.viewport.rect, sizeof (viewport));
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glViewport(viewport.x,
SDL_memcpy(&viewport, &cmd->data.viewport.rect, sizeof (viewport));
data->glMatrixMode(GL_PROJECTION);
data->glLoadIdentity();
data->glViewport(viewport.x,
istarget ? viewport.y : (drawableh - viewport.y - viewport.h),
viewport.w, viewport.h);
if (viewport.w && viewport.h) {
data->glOrtho((GLdouble) 0, (GLdouble) renderer->viewport.w,
(GLdouble) istarget ? 0 : renderer->viewport.h,
(GLdouble) istarget ? renderer->viewport.h : 0,
0.0, 1.0);
}
data->glMatrixMode(GL_MODELVIEW);
if (viewport.w && viewport.h) {
data->glOrtho((GLdouble) 0, (GLdouble) renderer->viewport.w,
(GLdouble) istarget ? 0 : renderer->viewport.h,
(GLdouble) istarget ? renderer->viewport.h : 0,
0.0, 1.0);
}
data->glMatrixMode(GL_MODELVIEW);
break;
}
case SDL_RENDERCMD_SETCLIPRECT: {
const SDL_Rect *rect = &cmd->data.cliprect.rect;
const SDL_bool changed = (SDL_memcmp(&cliprect, rect, sizeof (SDL_Rect)) != 0);
if (cliprect_enabled != cmd->data.cliprect.enabled) {
cliprect_enabled = cmd->data.cliprect.enabled;
if (cliprect_enabled) {
data->glEnable(GL_SCISSOR_TEST);
} else {
data->glDisable(GL_SCISSOR_TEST);
}
cliprect_enabled = cmd->data.cliprect.enabled;
if (cliprect_enabled) {
data->glEnable(GL_SCISSOR_TEST);
} else {
data->glDisable(GL_SCISSOR_TEST);
}
if (cliprect_enabled && changed) {
SDL_memcpy(&cliprect, rect, sizeof (SDL_Rect));
if (cliprect_enabled) {
data->glScissor(viewport.x + rect->x,
istarget ? viewport.y + rect->y : drawableh - viewport.y - rect->y - rect->h,
rect->w, rect->h);
@ -1393,24 +1337,19 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
}
case SDL_RENDERCMD_CLEAR: {
const Uint8 r = cmd->data.color.r;
const Uint8 g = cmd->data.color.g;
const Uint8 b = cmd->data.color.b;
const Uint8 a = cmd->data.color.a;
const Uint32 color = ((a << 24) | (r << 16) | (g << 8) | b);
if (color != clear_color) {
data->glClearColor((GLfloat) r * inv255f, (GLfloat) g * inv255f,
(GLfloat) b * inv255f, (GLfloat) a * inv255f);
clear_color = color;
}
const GLfloat r = ((GLfloat) cmd->data.color.r) * inv255f;
const GLfloat g = ((GLfloat) cmd->data.color.g) * inv255f;
const GLfloat b = ((GLfloat) cmd->data.color.b) * inv255f;
const GLfloat a = ((GLfloat) cmd->data.color.a) * inv255f;
data->glClearColor(r, g, b, a);
if (clipping_enabled) {
if (cliprect_enabled) {
data->glDisable(GL_SCISSOR_TEST);
}
data->glClear(GL_COLOR_BUFFER_BIT);
if (clipping_enabled) {
if (cliprect_enabled) {
data->glEnable(GL_SCISSOR_TEST);
}
break;
@ -1419,7 +1358,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
case SDL_RENDERCMD_DRAW_POINTS: {
const size_t count = cmd->data.draw.count;
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SetDrawState(data, cmd, SHADER_SOLID, &draw_color, &blend, &shader, &texturing);
SetDrawState(data, cmd, SHADER_SOLID, &blend, &shader, &texturing);
data->glBegin(GL_POINTS);
for (i = 0; i < count; i++, verts += 2) {
data->glVertex2f(verts[0], verts[1]);
@ -1431,7 +1370,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
case SDL_RENDERCMD_DRAW_LINES: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
size_t count = cmd->data.draw.count;
SetDrawState(data, cmd, SHADER_SOLID, &draw_color, &blend, &shader, &texturing);
SetDrawState(data, cmd, SHADER_SOLID, &blend, &shader, &texturing);
if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
--count; /* GL_LINE_LOOP takes care of the final segment */
data->glBegin(GL_LINE_LOOP);
@ -1489,7 +1428,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
case SDL_RENDERCMD_FILL_RECTS: {
const size_t count = cmd->data.draw.count;
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SetDrawState(data, cmd, SHADER_SOLID, &draw_color, &blend, &shader, &texturing);
SetDrawState(data, cmd, SHADER_SOLID, &blend, &shader, &texturing);
for (i = 0; i < count; ++i, verts += 4) {
data->glRectf(verts[0], verts[1], verts[2], verts[3]);
}
@ -1506,7 +1445,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
const GLfloat maxu = verts[5];
const GLfloat minv = verts[6];
const GLfloat maxv = verts[7];
SetCopyState(data, cmd, &draw_color, &blend, &shader, &texturing, &bound_texture);
SetCopyState(data, cmd, &blend, &shader, &texturing, &bound_texture);
data->glBegin(GL_TRIANGLE_STRIP);
data->glTexCoord2f(minu, minv);
data->glVertex2f(minx, miny);
@ -1533,7 +1472,7 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
const GLfloat translatex = verts[8];
const GLfloat translatey = verts[9];
const GLdouble angle = verts[10];
SetCopyState(data, cmd, &draw_color, &blend, &shader, &texturing, &bound_texture);
SetCopyState(data, cmd, &blend, &shader, &texturing, &bound_texture);
/* Translate to flip, rotate, translate to position */
data->glPushMatrix();