Enable texture wrapping for SDL_RenderGeometry()

Currently wrapping is based on whether texture coordinates are outside of [0,1], but the code is structured so it's easy to add an API to set it and add additional wrapping modes if we want.

Fixes https://github.com/libsdl-org/SDL/issues/9238
Closes https://github.com/libsdl-org/SDL/pull/5369
This commit is contained in:
Sam Lantinga
2024-07-17 22:49:05 -07:00
parent 6a74ade73d
commit 03bb2c17ed
15 changed files with 1198 additions and 418 deletions

View File

@@ -1030,6 +1030,23 @@ static int SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, co
return 0;
}
static int SetTextureAddressMode(GLES2_RenderData *data, GLenum textype, SDL_TextureAddressMode addressMode)
{
switch (addressMode) {
case SDL_TEXTURE_ADDRESS_CLAMP:
data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
break;
case SDL_TEXTURE_ADDRESS_WRAP:
data->glTexParameteri(textype, GL_TEXTURE_WRAP_S, GL_REPEAT);
data->glTexParameteri(textype, GL_TEXTURE_WRAP_T, GL_REPEAT);
break;
default:
return SDL_SetError("Unknown texture address mode: %d\n", addressMode);
}
return 0;
}
static int SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, void *vertices)
{
GLES2_RenderData *data = (GLES2_RenderData *)renderer->internal;
@@ -1162,18 +1179,35 @@ static int SetCopyState(SDL_Renderer *renderer, const SDL_RenderCommand *cmd, vo
data->glActiveTexture(GL_TEXTURE2);
data->glBindTexture(tdata->texture_type, tdata->texture_v);
if (SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode) < 0) {
return -1;
}
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
if (SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode) < 0) {
return -1;
}
data->glActiveTexture(GL_TEXTURE0);
} else if (tdata->nv12) {
data->glActiveTexture(GL_TEXTURE1);
data->glBindTexture(tdata->texture_type, tdata->texture_u);
if (SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode) < 0) {
return -1;
}
data->glActiveTexture(GL_TEXTURE0);
}
#endif
data->glBindTexture(tdata->texture_type, tdata->texture);
if (SetTextureAddressMode(data, tdata->texture_type, cmd->data.draw.texture_address_mode) < 0) {
return -1;
}
data->drawstate.texture = texture;
}
@@ -1552,8 +1586,6 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
renderdata->glBindTexture(data->texture_type, data->texture_v);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
SDL_SetNumberProperty(SDL_GetTextureProperties(texture), SDL_PROP_TEXTURE_OPENGLES2_TEXTURE_V_NUMBER, data->texture_v);
@@ -1570,8 +1602,6 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
renderdata->glBindTexture(data->texture_type, data->texture_u);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, format, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, format, type, NULL);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
@@ -1595,8 +1625,6 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
renderdata->glBindTexture(data->texture_type, data->texture_u);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
renderdata->glTexImage2D(data->texture_type, 0, GL_LUMINANCE_ALPHA, (texture->w + 1) / 2, (texture->h + 1) / 2, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, NULL);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {
return -1;
@@ -1623,8 +1651,6 @@ static int GLES2_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL
renderdata->glBindTexture(data->texture_type, data->texture);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MIN_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_MAG_FILTER, scaleMode);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
renderdata->glTexParameteri(data->texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (texture->format != SDL_PIXELFORMAT_EXTERNAL_OES) {
renderdata->glTexImage2D(data->texture_type, 0, format, texture->w, texture->h, 0, format, type, NULL);
if (GL_CheckError("glTexImage2D()", renderer) < 0) {