mirror of https://github.com/encounter/SDL.git
opengl: Make diagonal lines match the software renderer.
OpenGL leaves the final line segment open, SDL's software renderer does not, so we need a tiny bit of trigonometry here to move one more pixel in the right direction.
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@ -865,15 +865,8 @@ GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPo
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*(verts++) = 0.5f + points[i].y;
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}
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/* If the line segment is completely horizontal or vertical,
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make it one pixel longer, to satisfy the diamond-exit rule.
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We should probably do this for diagonal lines too, but we'd have to
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do some trigonometry to figure out the correct pixel and generally
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when we have problems with pixel perfection, it's for straight lines
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that are missing a pixel that frames something and not arbitrary
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angles. Maybe !!! FIXME for later, though. */
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/* update the last line. */
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/* Make the last line segment one pixel longer, to satisfy the
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diamond-exit rule. */
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verts -= 4;
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{
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const GLfloat xstart = verts[0];
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@ -885,6 +878,12 @@ GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPo
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verts[2] += (xend > xstart) ? 1.0f : -1.0f;
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} else if (xstart == xend) { /* vertical line */
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verts[3] += (yend > ystart) ? 1.0f : -1.0f;
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} else { /* bump a pixel in the direction we are moving in. */
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const GLfloat deltax = xend - xstart;
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const GLfloat deltay = yend - ystart;
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const GLfloat angle = SDL_atan2f(deltay, deltax);
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verts[2] += SDL_cosf(angle);
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verts[3] += SDL_sinf(angle);
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}
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}
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@ -578,15 +578,8 @@ GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
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*(verts++) = 0.5f + points[i].y;
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}
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/* If the line segment is completely horizontal or vertical,
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make it one pixel longer, to satisfy the diamond-exit rule.
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We should probably do this for diagonal lines too, but we'd have to
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do some trigonometry to figure out the correct pixel and generally
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when we have problems with pixel perfection, it's for straight lines
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that are missing a pixel that frames something and not arbitrary
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angles. Maybe !!! FIXME for later, though. */
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/* update the last line. */
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/* Make the last line segment one pixel longer, to satisfy the
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diamond-exit rule. */
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verts -= 4;
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{
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const GLfloat xstart = verts[0];
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@ -598,6 +591,12 @@ GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
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verts[2] += (xend > xstart) ? 1.0f : -1.0f;
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} else if (xstart == xend) { /* vertical line */
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verts[3] += (yend > ystart) ? 1.0f : -1.0f;
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} else { /* bump a pixel in the direction we are moving in. */
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const GLfloat deltax = xend - xstart;
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const GLfloat deltay = yend - ystart;
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const GLfloat angle = SDL_atan2f(deltay, deltax);
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verts[2] += SDL_cosf(angle);
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verts[3] += SDL_sinf(angle);
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}
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}
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@ -800,15 +800,8 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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*(verts++) = 0.5f + points[i].y;
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}
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/* If the line segment is completely horizontal or vertical,
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make it one pixel longer, to satisfy the diamond-exit rule.
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We should probably do this for diagonal lines too, but we'd have to
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do some trigonometry to figure out the correct pixel and generally
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when we have problems with pixel perfection, it's for straight lines
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that are missing a pixel that frames something and not arbitrary
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angles. Maybe !!! FIXME for later, though. */
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/* update the last line. */
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/* Make the last line segment one pixel longer, to satisfy the
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diamond-exit rule. */
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verts -= 4;
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{
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const GLfloat xstart = verts[0];
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@ -820,6 +813,12 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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verts[2] += (xend > xstart) ? 1.0f : -1.0f;
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} else if (xstart == xend) { /* vertical line */
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verts[3] += (yend > ystart) ? 1.0f : -1.0f;
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} else { /* bump a pixel in the direction we are moving in. */
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const GLfloat deltax = xend - xstart;
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const GLfloat deltay = yend - ystart;
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const GLfloat angle = SDL_atan2f(deltay, deltax);
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verts[2] += SDL_cosf(angle);
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verts[3] += SDL_sinf(angle);
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}
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}
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