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C++ GLES_RenderData::glDisable方法代码示例

本文整理汇总了C++中GLES_RenderData::glDisable方法的典型用法代码示例。如果您正苦于以下问题:C++ GLES_RenderData::glDisable方法的具体用法?C++ GLES_RenderData::glDisable怎么用?C++ GLES_RenderData::glDisable使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GLES_RenderData的用法示例。


在下文中一共展示了GLES_RenderData::glDisable方法的12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,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1:

static int
GLES_ActivateRenderer(SDL_Renderer * renderer)
{

    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    SDL_Window *window = renderer->window;

    if (SDL_GL_MakeCurrent(window, data->context) < 0) {
        return -1;
    }

    /* Set up parameters for rendering */
    data->blendMode = -1;
    data->glDisable(GL_DEPTH_TEST);
    data->glDisable(GL_CULL_FACE);
    data->updateSize = SDL_TRUE;

    if (data->updateSize) {
        data->glMatrixMode(GL_PROJECTION);
        data->glLoadIdentity();
        data->glMatrixMode(GL_MODELVIEW);
        data->glLoadIdentity();
#if SDL_VIDEO_RENDER_RESIZE
        data->glViewport(0, 0, window->display->desktop_mode.w, window->display->desktop_mode.h);
        data->glOrthof(0.0, (GLfloat) window->display->desktop_mode.w, (GLfloat) window->display->desktop_mode.h,
                       0.0, 0.0, 1.0);
#else
        data->glViewport(0, 0, window->w, window->h);
        data->glOrthof(0.0, (GLfloat) window->w, (GLfloat) window->h, 
                       0.0, 0.0, 1.0);
#endif
        data->updateSize = SDL_FALSE;
    }
    return 0;
}
开发者ID:Alexander--,项目名称:Wesnoth-1.8-for-Android,代码行数:35,代码来源:SDL_renderer_gles.c

示例2:

static int
GLES_UpdateClipRect(SDL_Renderer * renderer)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;

    if (SDL_CurrentContext != data->context) {
        /* We'll update the clip rect after we rebind the context */
        return 0;
    }

    if (renderer->clipping_enabled) {
        const SDL_Rect *rect = &renderer->clip_rect;
        data->glEnable(GL_SCISSOR_TEST);
        if (renderer->target) {
            data->glScissor(renderer->viewport.x + rect->x, renderer->viewport.y + rect->y, rect->w, rect->h);
        } else {
            int w, h;

            SDL_GL_GetDrawableSize(renderer->window, &w, &h);
            data->glScissor(renderer->viewport.x + rect->x, h - renderer->viewport.y - rect->y - rect->h, rect->w, rect->h);
        }
    } else {
        data->glDisable(GL_SCISSOR_TEST);
    }
    return 0;
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:26,代码来源:SDL_render_gles.c

示例3: SDL_OutOfMemory

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);
    renderdata->glDisable(data->type);
    SDL_free(blob);

    if (renderdata->glGetError() != GL_NO_ERROR) {
        return SDL_SetError("Failed to update texture");
    }
    return 0;
}
开发者ID:1vanK,项目名称:Urho3D,代码行数:57,代码来源:SDL_render_gles.c

示例4: 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5: SetupTextureUpdate

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;
    GLenum result;
    int bpp = SDL_BYTESPERPIXEL(texture->format);
    void * temp_buffer;
    void * temp_ptr;
    int i;

    renderdata->glGetError();
    renderdata->glEnable(data->type);
    SetupTextureUpdate(renderdata, texture, pitch);

    if( rect->w * bpp == pitch ) {
         temp_buffer = (void *)pixels; /* No need to reformat */
    } else {
         /* Reformatting of mem area required */
         temp_buffer = SDL_malloc(rect->w * rect->h * bpp);
         temp_ptr = temp_buffer;
         for (i = 0; i < rect->h; i++) {
             SDL_memcpy(temp_ptr, pixels, rect->w * bpp);
             temp_ptr += rect->w * bpp;
             pixels += pitch;
         }
    }

    renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
                                rect->h, data->format, data->formattype,
                                temp_buffer);

    if( temp_buffer != pixels ) {
        SDL_free(temp_buffer);
    }

    renderdata->glDisable(data->type);
    result = renderdata->glGetError();
    if (result != GL_NO_ERROR) {
        GLES_SetError("glTexSubImage2D()", result);
        return -1;
    }
    return 0;
}
开发者ID:Alexander--,项目名称:Wesnoth-1.8-for-Android,代码行数:45,代码来源:SDL_renderer_gles.c

示例6:

static int
GLES_UpdateClipRect(SDL_Renderer * renderer)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    const SDL_Rect *rect = &renderer->clip_rect;

    if (SDL_CurrentContext != data->context) {
        /* We'll update the clip rect after we rebind the context */
        return 0;
    }

    if (!SDL_RectEmpty(rect)) {
        data->glEnable(GL_SCISSOR_TEST);
        data->glScissor(rect->x, renderer->viewport.h - rect->y - rect->h, rect->w, rect->h);
    } else {
        data->glDisable(GL_SCISSOR_TEST);
    }
    return 0;
}
开发者ID:SaschaWillems,项目名称:vkQuake,代码行数:19,代码来源:SDL_render_gles.c

示例7: SetupTextureUpdate

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;
    GLenum result;

    renderdata->glGetError();
    renderdata->glEnable(data->type);
    SetupTextureUpdate(renderdata, texture, pitch);
    renderdata->glTexSubImage2D(data->type, 0, rect->x, rect->y, rect->w,
                                rect->h, data->format, data->formattype,
                                pixels);
    renderdata->glDisable(data->type);
    result = renderdata->glGetError();
    if (result != GL_NO_ERROR) {
        GLES_SetError("glTexSubImage2D()", result);
        return -1;
    }
    return 0;
}
开发者ID:albertz,项目名称:sdl,代码行数:22,代码来源:SDL_renderer_gles.c

示例8:

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

示例9: switch

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 result;

    switch (texture->format) {
    case SDL_PIXELFORMAT_BGR24:
        internalFormat = GL_RGB;
        format = GL_RGB;
        type = GL_UNSIGNED_BYTE;
        break;
    case SDL_PIXELFORMAT_ABGR8888:
        internalFormat = GL_RGBA;
        format = GL_RGBA;
        type = GL_UNSIGNED_BYTE;
        break;
    case SDL_PIXELFORMAT_BGR565:
        internalFormat = GL_RGB;
        format = GL_RGB;
        type = GL_UNSIGNED_SHORT_5_6_5;
        break;
    case SDL_PIXELFORMAT_ABGR1555:
        internalFormat = GL_RGBA;
        format = GL_RGBA;
        type = GL_UNSIGNED_SHORT_5_5_5_1;
        break;
    case SDL_PIXELFORMAT_ABGR4444:
        internalFormat = GL_RGBA;
        format = GL_RGBA;
        type = GL_UNSIGNED_SHORT_4_4_4_4;
        break;
    default:
        SDL_SetError("Unsupported by OpenGL ES texture format");
        return -1;
    }

    data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SDL_OutOfMemory();
        return -1;
    }

    if (texture->access == SDL_TEXTUREACCESS_STREAMING) {
        data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
        data->pixels = SDL_malloc(texture->h * data->pitch);
        if (!data->pixels) {
            SDL_OutOfMemory();
            SDL_free(data);
            return -1;
        }
    }

    texture->driverdata = data;

    renderdata->glGetError();
    renderdata->glEnable(GL_TEXTURE_2D);
    renderdata->glGenTextures(1, &data->texture);

    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;
    renderdata->glBindTexture(data->type, data->texture);
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
                                GL_NEAREST);
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
                                GL_NEAREST);
    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) {
        GLES_SetError("glTexImage2D()", result);
        return -1;
    }
    return 0;
}
开发者ID:albertz,项目名称:sdl,代码行数:93,代码来源:SDL_renderer_gles.c

示例10: sizeof


//.........这里部分代码省略.........
    if (!data) {
        GLES_DestroyRenderer(renderer);
        SDL_OutOfMemory();
        return NULL;
    }

    renderer->ActivateRenderer = GLES_ActivateRenderer;
    renderer->DisplayModeChanged = GLES_DisplayModeChanged;
    renderer->CreateTexture = GLES_CreateTexture;
    renderer->QueryTexturePixels = GLES_QueryTexturePixels;
    renderer->SetTexturePalette = GLES_SetTexturePalette;
    renderer->GetTexturePalette = GLES_GetTexturePalette;
    renderer->SetTextureColorMod = GLES_SetTextureColorMod;
    renderer->SetTextureAlphaMod = GLES_SetTextureAlphaMod;
    renderer->SetTextureBlendMode = GLES_SetTextureBlendMode;
    renderer->SetTextureScaleMode = GLES_SetTextureScaleMode;
    renderer->UpdateTexture = GLES_UpdateTexture;
    renderer->LockTexture = GLES_LockTexture;
    renderer->UnlockTexture = GLES_UnlockTexture;
    renderer->DirtyTexture = GLES_DirtyTexture;
    renderer->RenderDrawPoints = GLES_RenderDrawPoints;
    renderer->RenderDrawLines = GLES_RenderDrawLines;
    renderer->RenderDrawRects = GLES_RenderDrawRects;
    renderer->RenderFillRects = GLES_RenderFillRects;
    renderer->RenderCopy = GLES_RenderCopy;
    renderer->RenderPresent = GLES_RenderPresent;
    renderer->DestroyTexture = GLES_DestroyTexture;
    renderer->DestroyRenderer = GLES_DestroyRenderer;
    renderer->info = GL_ES_RenderDriver.info;
    renderer->window = window;
    renderer->driverdata = data;

    renderer->info.flags =
        (SDL_RENDERER_PRESENTDISCARD | SDL_RENDERER_ACCELERATED);

#if defined(__QNXNTO__)
#if _NTO_VERSION<=641
    /* QNX's OpenGL ES implementation is broken regarding             */
    /* packed textures support, affected versions 6.3.2, 6.4.0, 6.4.1 */
    renderer->info.num_texture_formats = 2;
    renderer->info.texture_formats[0] = SDL_PIXELFORMAT_ABGR8888;
    renderer->info.texture_formats[1] = SDL_PIXELFORMAT_BGR24;
#endif /* _NTO_VERSION */
#endif /* __QNXNTO__ */

    if (GLES_LoadFunctions(data) < 0) {
        GLES_DestroyRenderer(renderer);
        return NULL;
    }

    data->context = SDL_GL_CreateContext(window);
    if (!data->context) {
        GLES_DestroyRenderer(renderer);
        return NULL;
    }
    if (SDL_GL_MakeCurrent(window, data->context) < 0) {
        GLES_DestroyRenderer(renderer);
        return NULL;
    }

    if (flags & SDL_RENDERER_PRESENTVSYNC) {
        SDL_GL_SetSwapInterval(1);
    } else {
        SDL_GL_SetSwapInterval(0);
    }
    if (SDL_GL_GetSwapInterval() > 0) {
        renderer->info.flags |= SDL_RENDERER_PRESENTVSYNC;
    }

    if (SDL_GL_GetAttribute(SDL_GL_DOUBLEBUFFER, &doublebuffer) == 0) {
        if (!doublebuffer) {
            renderer->info.flags |= SDL_RENDERER_SINGLEBUFFER;
        }
    }
#if SDL_VIDEO_DRIVER_PANDORA
    data->GL_OES_draw_texture_supported = SDL_FALSE;
    data->useDrawTexture = SDL_FALSE;
#else
    if (SDL_GL_ExtensionSupported("GL_OES_draw_texture")) {
        data->GL_OES_draw_texture_supported = SDL_TRUE;
        data->useDrawTexture = SDL_TRUE;
    } else {
        data->GL_OES_draw_texture_supported = SDL_FALSE;
        data->useDrawTexture = SDL_FALSE;
    }
#endif

    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
    renderer->info.max_texture_width = value;
    data->glGetIntegerv(GL_MAX_TEXTURE_SIZE, &value);
    renderer->info.max_texture_height = value;

    /* Set up parameters for rendering */
    data->blendMode = -1;
    data->glDisable(GL_DEPTH_TEST);
    data->glDisable(GL_CULL_FACE);
    data->updateSize = SDL_TRUE;

    return renderer;
}
开发者ID:albertz,项目名称:sdl,代码行数:101,代码来源:SDL_renderer_gles.c

示例11: SDL_SetError

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12: if

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 result;

    switch (texture->format) {
    case SDL_PIXELFORMAT_RGB24:
        internalFormat = GL_RGB;
        format = GL_RGB;
        type = GL_UNSIGNED_BYTE;
        break;
    case SDL_PIXELFORMAT_BGR888:
    case SDL_PIXELFORMAT_ABGR8888:
        internalFormat = GL_RGBA;
        format = GL_RGBA;
        type = GL_UNSIGNED_BYTE;
        break;
    case SDL_PIXELFORMAT_RGB565:
        internalFormat = GL_RGB;
        format = GL_RGB;
        type = GL_UNSIGNED_SHORT_5_6_5;
        break;
    case SDL_PIXELFORMAT_RGBA5551:
        internalFormat = GL_RGBA;
        format = GL_RGBA;
        type = GL_UNSIGNED_SHORT_5_5_5_1;
        break;
    case SDL_PIXELFORMAT_RGBA4444:
        internalFormat = GL_RGBA;
        format = GL_RGBA;
        type = GL_UNSIGNED_SHORT_4_4_4_4;
        break;
    default:
        SDL_SetError("Texture format %s not supported by OpenGL ES",
                     SDL_GetPixelFormatName(texture->format));
        return -1;
    }

    data = (GLES_TextureData *) SDL_calloc(1, sizeof(*data));
    if (!data) {
        SDL_OutOfMemory();
        return -1;
    }

    if (texture->access == SDL_TEXTUREACCESS_STREAMING) 
    {
        data->pitch = texture->w * SDL_BYTESPERPIXEL(texture->format);
        data->pixels = SDL_malloc(texture->h * data->pitch);
        if (!data->pixels) {
            SDL_OutOfMemory();
            SDL_free(data);
            return -1;
        }
    }

    texture->driverdata = data;

    renderdata->glGetError();
    renderdata->glEnable(GL_TEXTURE_2D);
    renderdata->glGenTextures(1, &data->texture);

    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;
    if( renderer->info.max_texture_width < texture_w || renderer->info.max_texture_height < texture_h )
        __android_log_print(ANDROID_LOG_WARN, "libSDL", "GLES: Allocated texture of size %dx%d which is bigger than largest possible device texture %dx%d",
                            texture_w, texture_h, renderer->info.max_texture_width, renderer->info.max_texture_height );
    else if( texture_w > 1024 || texture_h > 1024 )
        __android_log_print(ANDROID_LOG_WARN, "libSDL", "GLES: Allocated texture of size %dx%d which is bigger than 1024x1024 - this code will not work on HTC G1", texture_w, texture_h );

    data->format = format;
    data->formattype = type;
    renderdata->glBindTexture(data->type, data->texture);
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MIN_FILTER,
                                GL_NEAREST);
    renderdata->glTexParameteri(data->type, GL_TEXTURE_MAG_FILTER,
                                GL_NEAREST);
    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) {
        GLES_SetError("glTexImage2D()", result);
        return -1;
    }
    return 0;
//.........这里部分代码省略.........
开发者ID:Alexander--,项目名称:Wesnoth-1.8-for-Android,代码行数:101,代码来源:SDL_renderer_gles.c


注:本文中的GLES_RenderData::glDisable方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。