本文整理汇总了C++中GLES_ActivateRenderer函数的典型用法代码示例。如果您正苦于以下问题:C++ GLES_ActivateRenderer函数的具体用法?C++ GLES_ActivateRenderer怎么用?C++ GLES_ActivateRenderer使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GLES_ActivateRenderer函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: GLES_RenderPresent
static void
GLES_RenderPresent(SDL_Renderer * renderer)
{
GLES_ActivateRenderer(renderer);
SDL_GL_SwapWindow(renderer->window);
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:7,代码来源:SDL_render_gles.c
示例2: GLES_SetRenderTarget
static int
GLES_SetRenderTarget(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = NULL;
GLenum status;
GLES_ActivateRenderer(renderer);
if (texture == NULL) {
data->glBindFramebufferOES(GL_FRAMEBUFFER_OES, data->window_framebuffer);
return 0;
}
texturedata = (GLES_TextureData *) texture->driverdata;
data->glBindFramebufferOES(GL_FRAMEBUFFER_OES, texturedata->fbo->FBO);
/* TODO: check if texture pixel format allows this operation */
data->glFramebufferTexture2DOES(GL_FRAMEBUFFER_OES, GL_COLOR_ATTACHMENT0_OES, texturedata->type, texturedata->texture, 0);
/* Check FBO status */
status = data->glCheckFramebufferStatusOES(GL_FRAMEBUFFER_OES);
if (status != GL_FRAMEBUFFER_COMPLETE_OES) {
SDL_SetError("glFramebufferTexture2DOES() failed");
return -1;
}
return 0;
}
开发者ID:knepe,项目名称:cdogs-sdl-android,代码行数:26,代码来源:SDL_render_gles.c
示例3: GLES_ResetState
/* This is called if we need to invalidate all of the SDL OpenGL state */
static void
GLES_ResetState(SDL_Renderer *renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
if (SDL_CurrentContext == data->context) {
GLES_UpdateViewport(renderer);
} else {
GLES_ActivateRenderer(renderer);
}
data->current.color = 0;
data->current.blendMode = -1;
data->current.scaleMode = 0;
data->current.tex_coords = SDL_FALSE;
glDisable(GL_DEPTH_TEST);
glDisable(GL_CULL_FACE);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glEnableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_TEXTURE_COORD_ARRAY);
}
开发者ID:0xD34D,项目名称:supermariowar-android,代码行数:26,代码来源:SDL_render_gles.c
示例4: GLES_UpdateTexture
static int
GLES_UpdateTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, const void *pixels, int pitch)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
Uint8 *blob = NULL;
Uint8 *src;
int srcPitch;
int y;
GLES_ActivateRenderer(renderer);
/* Bail out if we're supposed to update an empty rectangle */
if (rect->w <= 0 || rect->h <= 0)
return 0;
/* Reformat the texture data into a tightly packed array */
srcPitch = rect->w * SDL_BYTESPERPIXEL(texture->format);
src = (Uint8 *)pixels;
if (pitch != srcPitch) {
blob = (Uint8 *)SDL_malloc(srcPitch * rect->h);
if (!blob) {
return SDL_OutOfMemory();
}
src = blob;
for (y = 0; y < rect->h; ++y) {
SDL_memcpy(src, pixels, srcPitch);
src += srcPitch;
pixels = (Uint8 *)pixels + pitch;
}
src = blob;
}
/* Create a texture subimage with the supplied data */
renderdata->glGetError();
renderdata->glEnable(data->type);
renderdata->glBindTexture(data->type, data->texture);
renderdata->glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
renderdata->glTexSubImage2D(data->type,
0,
rect->x,
rect->y,
rect->w,
rect->h,
data->format,
data->formattype,
src);
if (blob) {
SDL_free(blob);
}
if (renderdata->glGetError() != GL_NO_ERROR)
{
return SDL_SetError("Failed to update texture");
}
return 0;
}
开发者ID:SaschaWillems,项目名称:vkQuake,代码行数:58,代码来源:SDL_render_gles.c
示例5: GLES_UnbindTexture
static int GLES_UnbindTexture (SDL_Renderer * renderer, SDL_Texture *texture)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLES_ActivateRenderer(renderer);
data->glDisable(texturedata->type);
return 0;
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:9,代码来源:SDL_render_gles.c
示例6: GLES_RenderReadPixels
static int
GLES_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
Uint32 pixel_format, void * pixels, int pitch)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
Uint32 temp_format = renderer->target ? renderer->target->format : SDL_PIXELFORMAT_ABGR8888;
void *temp_pixels;
int temp_pitch;
Uint8 *src, *dst, *tmp;
int w, h, length, rows;
int status;
GLES_ActivateRenderer(renderer);
temp_pitch = rect->w * SDL_BYTESPERPIXEL(temp_format);
temp_pixels = SDL_malloc(rect->h * temp_pitch);
if (!temp_pixels) {
return SDL_OutOfMemory();
}
SDL_GetRendererOutputSize(renderer, &w, &h);
data->glPixelStorei(GL_PACK_ALIGNMENT, 1);
data->glReadPixels(rect->x, renderer->target ? rect->y : (h-rect->y)-rect->h,
rect->w, rect->h, GL_RGBA, GL_UNSIGNED_BYTE, temp_pixels);
/* Flip the rows to be top-down if necessary */
if (!renderer->target) {
length = rect->w * SDL_BYTESPERPIXEL(temp_format);
src = (Uint8*)temp_pixels + (rect->h-1)*temp_pitch;
dst = (Uint8*)temp_pixels;
tmp = SDL_stack_alloc(Uint8, length);
rows = rect->h / 2;
while (rows--) {
SDL_memcpy(tmp, dst, length);
SDL_memcpy(dst, src, length);
SDL_memcpy(src, tmp, length);
dst += temp_pitch;
src -= temp_pitch;
}
SDL_stack_free(tmp);
}
status = SDL_ConvertPixels(rect->w, rect->h,
temp_format, temp_pixels, temp_pitch,
pixel_format, pixels, pitch);
SDL_free(temp_pixels);
return status;
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:51,代码来源:SDL_render_gles.c
示例7: GLES_RenderClear
static int
GLES_RenderClear(SDL_Renderer * renderer)
{
GLES_ActivateRenderer(renderer);
glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
glClear(GL_COLOR_BUFFER_BIT);
return 0;
}
开发者ID:0xD34D,项目名称:supermariowar-android,代码行数:14,代码来源:SDL_render_gles.c
示例8: GLES_BindTexture
static int GLES_BindTexture (SDL_Renderer * renderer, SDL_Texture *texture, float *texw, float *texh)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLES_ActivateRenderer(renderer);
data->glEnable(GL_TEXTURE_2D);
data->glBindTexture(texturedata->type, texturedata->texture);
if(texw) *texw = (float)texturedata->texw;
if(texh) *texh = (float)texturedata->texh;
return 0;
}
开发者ID:SaschaWillems,项目名称:vkQuake,代码行数:14,代码来源:SDL_render_gles.c
示例9: GLES_SetDrawingState
static void
GLES_SetDrawingState(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_ActivateRenderer(renderer);
GLES_SetColor(data, (GLfloat) renderer->r,
(GLfloat) renderer->g,
(GLfloat) renderer->b,
(GLfloat) renderer->a);
GLES_SetBlendMode(data, renderer->blendMode);
GLES_SetTexCoords(data, SDL_FALSE);
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:16,代码来源:SDL_render_gles.c
示例10: GLES_DestroyTexture
static void
GLES_DestroyTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data = (GLES_TextureData *) texture->driverdata;
GLES_ActivateRenderer(renderer);
if (!data) {
return;
}
if (data->texture) {
renderdata->glDeleteTextures(1, &data->texture);
}
SDL_free(data->pixels);
SDL_free(data);
texture->driverdata = NULL;
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:19,代码来源:SDL_render_gles.c
示例11: GLES_RenderClear
static int
GLES_RenderClear(SDL_Renderer * renderer)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_ActivateRenderer(renderer);
data->glClearColor((GLfloat) renderer->r * inv255f,
(GLfloat) renderer->g * inv255f,
(GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f);
if (renderer->clipping_enabled) {
data->glDisable(GL_SCISSOR_TEST);
}
data->glClear(GL_COLOR_BUFFER_BIT);
if (renderer->clipping_enabled) {
data->glEnable(GL_SCISSOR_TEST);
}
return 0;
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:24,代码来源:SDL_render_gles.c
示例12: GLES_CreateTexture
static int
GLES_CreateTexture(SDL_Renderer * renderer, SDL_Texture * texture)
{
GLES_RenderData *renderdata = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *data;
GLint internalFormat;
GLenum format, type;
int texture_w, texture_h;
GLenum scaleMode;
GLenum result;
GLES_ActivateRenderer(renderer);
switch (texture->format) {
case SDL_PIXELFORMAT_ABGR8888:
internalFormat = GL_RGBA;
format = GL_RGBA;
type = GL_UNSIGNED_BYTE;
break;
default:
return SDL_SetError("Texture format not supported");
}
data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
if (!data) {
return SDL_OutOfMemory();
}
if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
data->pixels = SDL_calloc(1, texture->h * data->pitch);
if (!data->pixels) {
SDL_free(data);
return SDL_OutOfMemory();
}
}
if (texture->access == SDL_TEXTUREACCESS_TARGET) {
if (!renderdata->GL_OES_framebuffer_object_supported) {
SDL_free(data);
return SDL_SetError("GL_OES_framebuffer_object not supported");
}
data->fbo = GLES_GetFBO(renderer->driverdata, texture->w, texture->h);
} else {
data->fbo = NULL;
}
renderdata->glGetError();
renderdata->glEnable(GL_TEXTURE_2D);
renderdata->glGenTextures(1, &data->texture);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
SDL_free(data);
return GLES_SetError("glGenTextures()", result);
}
data->type = GL_TEXTURE_2D;
/* no NPOV textures allowed in OpenGL ES (yet) */
texture_w = power_of_2(texture->w);
texture_h = power_of_2(texture->h);
data->texw = (GLfloat) texture->w / texture_w;
data->texh = (GLfloat) texture->h / texture_h;
data->format = format;
data->formattype = type;
scaleMode = GetScaleQuality();
renderdata->glBindTexture(data->type, data->texture);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->type, 0, internalFormat, texture_w,
texture_h, 0, format, type, NULL);
renderdata->glDisable(GL_TEXTURE_2D);
result = renderdata->glGetError();
if (result != GL_NO_ERROR) {
SDL_free(data);
return GLES_SetError("glTexImage2D()", result);
}
texture->driverdata = data;
return 0;
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:87,代码来源:SDL_render_gles.c
示例13: GLES_RenderCopyEx
static int
GLES_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat centerx, centery;
GLfloat vertices[8];
GLfloat texCoords[8];
GLES_ActivateRenderer(renderer);
data->glEnable(GL_TEXTURE_2D);
data->glBindTexture(texturedata->type, texturedata->texture);
if (texture->modMode) {
GLES_SetColor(data, texture->r, texture->g, texture->b, texture->a);
} else {
GLES_SetColor(data, 255, 255, 255, 255);
}
GLES_SetBlendMode(data, texture->blendMode);
GLES_SetTexCoords(data, SDL_TRUE);
centerx = center->x;
centery = center->y;
/* Rotate and translate */
data->glPushMatrix();
data->glTranslatef(dstrect->x + centerx, dstrect->y + centery, 0.0f);
data->glRotatef((GLfloat)angle, 0.0f, 0.0f, 1.0f);
if (flip & SDL_FLIP_HORIZONTAL) {
minx = dstrect->w - centerx;
maxx = -centerx;
} else {
minx = -centerx;
maxx = dstrect->w - centerx;
}
if (flip & SDL_FLIP_VERTICAL) {
miny = dstrect->h - centery;
maxy = -centery;
} else {
miny = -centery;
maxy = dstrect->h - centery;
}
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
vertices[0] = minx;
vertices[1] = miny;
vertices[2] = maxx;
vertices[3] = miny;
vertices[4] = minx;
vertices[5] = maxy;
vertices[6] = maxx;
vertices[7] = maxy;
texCoords[0] = minu;
texCoords[1] = minv;
texCoords[2] = maxu;
texCoords[3] = minv;
texCoords[4] = minu;
texCoords[5] = maxv;
texCoords[6] = maxu;
texCoords[7] = maxv;
data->glVertexPointer(2, GL_FLOAT, 0, vertices);
data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
data->glPopMatrix();
data->glDisable(GL_TEXTURE_2D);
return 0;
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:89,代码来源:SDL_render_gles.c
示例14: GLES_RenderCopy
static int
GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat vertices[8];
GLfloat texCoords[8];
GLES_ActivateRenderer(renderer);
data->glEnable(GL_TEXTURE_2D);
data->glBindTexture(texturedata->type, texturedata->texture);
if (texture->modMode) {
GLES_SetColor(data, texture->r, texture->g, texture->b, texture->a);
} else {
GLES_SetColor(data, 255, 255, 255, 255);
}
GLES_SetBlendMode(data, texture->blendMode);
GLES_SetTexCoords(data, SDL_TRUE);
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
vertices[0] = minx;
vertices[1] = miny;
vertices[2] = maxx;
vertices[3] = miny;
vertices[4] = minx;
vertices[5] = maxy;
vertices[6] = maxx;
vertices[7] = maxy;
texCoords[0] = minu;
texCoords[1] = minv;
texCoords[2] = maxu;
texCoords[3] = minv;
texCoords[4] = minu;
texCoords[5] = maxv;
texCoords[6] = maxu;
texCoords[7] = maxv;
data->glVertexPointer(2, GL_FLOAT, 0, vertices);
data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
data->glDisable(GL_TEXTURE_2D);
return 0;
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:67,代码来源:SDL_render_gles.c
示例15: GLES_RenderCopy
static int
GLES_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect)
{
GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
int minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLES_ActivateRenderer(renderer);
data->glEnable(GL_TEXTURE_2D);
data->glBindTexture(texturedata->type, texturedata->texture);
if (texture->modMode) {
GLES_SetColor(data, texture->r, texture->g, texture->b, texture->a);
} else {
GLES_SetColor(data, 255, 255, 255, 255);
}
GLES_SetBlendMode(data, texture->blendMode);
GLES_SetTexCoords(data, SDL_TRUE);
if (data->GL_OES_draw_texture_supported && data->useDrawTexture) {
/* this code is a little funny because the viewport is upside down vs SDL's coordinate system */
GLint cropRect[4];
int w, h;
SDL_Window *window = renderer->window;
SDL_GetWindowSize(window, &w, &h);
if (renderer->target) {
cropRect[0] = srcrect->x;
cropRect[1] = srcrect->y;
cropRect[2] = srcrect->w;
cropRect[3] = srcrect->h;
data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
cropRect);
data->glDrawTexiOES(renderer->viewport.x + dstrect->x, renderer->viewport.y + dstrect->y, 0,
dstrect->w, dstrect->h);
} else {
cropRect[0] = srcrect->x;
cropRect[1] = srcrect->y + srcrect->h;
cropRect[2] = srcrect->w;
cropRect[3] = -srcrect->h;
data->glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES,
cropRect);
data->glDrawTexiOES(renderer->viewport.x + dstrect->x,
h - (renderer->viewport.y + dstrect->y) - dstrect->h, 0,
dstrect->w, dstrect->h);
}
} else {
minx = dstrect->x;
miny = dstrect->y;
maxx = dstrect->x + dstrect->w;
maxy = dstrect->y + dstrect->h;
minu = (GLfloat) srcrect->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv *= texturedata->texh;
GLshort vertices[8];
GLfloat texCoords[8];
vertices[0] = minx;
vertices[1] = miny;
vertices[2] = maxx;
vertices[3] = miny;
vertices[4] = minx;
vertices[5] = maxy;
vertices[6] = maxx;
vertices[7] = maxy;
texCoords[0] = minu;
texCoords[1] = minv;
texCoords[2] = maxu;
texCoords[3] = minv;
texCoords[4] = minu;
texCoords[5] = maxv;
texCoords[6] = maxu;
texCoords[7] = maxv;
data->glVertexPointer(2, GL_SHORT, 0, vertices);
data->glTexCoordPointer(2, GL_FLOAT, 0, texCoords);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
}
data->glDisable(GL_TEXTURE_2D);
return 0;
}
开发者ID:knepe,项目名称:cdogs-sdl-android,代码行数:98,代码来源:SDL_render_gles.c
注:本文中的GLES_ActivateRenderer函数示例由纯净天空整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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