/* Copyright (c) 2013-2015 Jeffrey Pfau * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "main.h" #include "gl-common.h" #include "core/core.h" #include "core/thread.h" #include "platform/opengl/gl.h" static void _doViewport(int w, int h, struct VideoBackend* v) { v->resized(v, w, h); v->clear(v); v->swap(v); v->clear(v); } static bool mSDLGLInit(struct mSDLRenderer* renderer); static void mSDLGLRunloop(struct mSDLRenderer* renderer, void* user); static void mSDLGLDeinit(struct mSDLRenderer* renderer); void mSDLGLCreate(struct mSDLRenderer* renderer) { renderer->init = mSDLGLInit; renderer->deinit = mSDLGLDeinit; renderer->runloop = mSDLGLRunloop; } bool mSDLGLInit(struct mSDLRenderer* renderer) { mSDLGLCommonInit(renderer); renderer->outputBuffer = malloc(renderer->width * renderer->height * BYTES_PER_PIXEL); memset(renderer->outputBuffer, 0, renderer->width * renderer->height * BYTES_PER_PIXEL); renderer->core->setVideoBuffer(renderer->core, renderer->outputBuffer, renderer->width); mGLContextCreate(&renderer->gl); renderer->gl.d.user = renderer; renderer->gl.d.lockAspectRatio = renderer->lockAspectRatio; renderer->gl.d.filter = renderer->filter; renderer->gl.d.swap = mSDLGLCommonSwap; renderer->gl.d.init(&renderer->gl.d, 0); renderer->gl.d.setDimensions(&renderer->gl.d, renderer->width, renderer->height); _doViewport(renderer->viewportWidth, renderer->viewportHeight, &renderer->gl.d); return true; } void mSDLGLRunloop(struct mSDLRenderer* renderer, void* user) { struct mCoreThread* context = user; SDL_Event event; struct VideoBackend* v = &renderer->gl.d; while (context->state < THREAD_EXITING) { while (SDL_PollEvent(&event)) { mSDLHandleEvent(context, &renderer->player, &event); #if SDL_VERSION_ATLEAST(2, 0, 0) // Event handling can change the size of the screen if (renderer->player.windowUpdated) { SDL_GetWindowSize(renderer->window, &renderer->viewportWidth, &renderer->viewportHeight); _doViewport(renderer->viewportWidth, renderer->viewportHeight, v); renderer->player.windowUpdated = 0; } #endif } if (mCoreSyncWaitFrameStart(&context->sync)) { v->postFrame(v, renderer->outputBuffer); } mCoreSyncWaitFrameEnd(&context->sync); v->drawFrame(v); v->swap(v); } } void mSDLGLDeinit(struct mSDLRenderer* renderer) { if (renderer->gl.d.deinit) { renderer->gl.d.deinit(&renderer->gl.d); } free(renderer->outputBuffer); #if SDL_VERSION_ATLEAST(2, 0, 0) SDL_GL_DeleteContext(renderer->glCtx); #endif }