diff --git a/src/render/opengl/SDL_glfuncs.h b/src/render/opengl/SDL_glfuncs.h index 7544929fc..4915c64bc 100644 --- a/src/render/opengl/SDL_glfuncs.h +++ b/src/render/opengl/SDL_glfuncs.h @@ -89,8 +89,8 @@ SDL_PROC_UNUSED(void, glDepthFunc, (GLenum func)) SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag)) SDL_PROC_UNUSED(void, glDepthRange, (GLclampd zNear, GLclampd zFar)) SDL_PROC(void, glDisable, (GLenum cap)) -SDL_PROC_UNUSED(void, glDisableClientState, (GLenum array)) -SDL_PROC_UNUSED(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count)) +SDL_PROC(void, glDisableClientState, (GLenum array)) +SDL_PROC(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count)) SDL_PROC_UNUSED(void, glDrawBuffer, (GLenum mode)) SDL_PROC_UNUSED(void, glDrawElements, (GLenum mode, GLsizei count, GLenum type, @@ -103,7 +103,7 @@ SDL_PROC_UNUSED(void, glEdgeFlagPointer, (GLsizei stride, const GLvoid * pointer)) SDL_PROC_UNUSED(void, glEdgeFlagv, (const GLboolean * flag)) SDL_PROC(void, glEnable, (GLenum cap)) -SDL_PROC_UNUSED(void, glEnableClientState, (GLenum array)) +SDL_PROC(void, glEnableClientState, (GLenum array)) SDL_PROC(void, glEnd, (void)) SDL_PROC_UNUSED(void, glEndList, (void)) SDL_PROC_UNUSED(void, glEvalCoord1d, (GLdouble u)) @@ -448,7 +448,7 @@ SDL_PROC_UNUSED(void, glVertex4iv, (const GLint * v)) SDL_PROC_UNUSED(void, glVertex4s, (GLshort x, GLshort y, GLshort z, GLshort w)) SDL_PROC_UNUSED(void, glVertex4sv, (const GLshort * v)) -SDL_PROC_UNUSED(void, glVertexPointer, +SDL_PROC(void, glVertexPointer, (GLint size, GLenum type, GLsizei stride, const GLvoid * pointer)) SDL_PROC(void, glViewport, (GLint x, GLint y, GLsizei width, GLsizei height)) diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c index 82cceed25..2c219eea0 100644 --- a/src/render/opengl/SDL_render_gl.c +++ b/src/render/opengl/SDL_render_gl.c @@ -1066,61 +1066,28 @@ GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points, int count) { GL_RenderData *data = (GL_RenderData *) renderer->driverdata; - int i; GL_SetDrawingState(renderer); + data->glTranslatef(0.5f, 0.5f, 0.0f); + data->glVertexPointer(2, GL_FLOAT, 0, points); + data->glEnableClientState(GL_VERTEX_ARRAY); + if (count > 2 && points[0].x == points[count-1].x && points[0].y == points[count-1].y) { - data->glBegin(GL_LINE_LOOP); /* GL_LINE_LOOP takes care of the final segment */ - --count; - for (i = 0; i < count; ++i) { - data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y); - } - data->glEnd(); + data->glDrawArrays(GL_LINE_LOOP, 0, count-1); } else { -#if defined(__APPLE__) || defined(__WIN32__) -#else - int x1, y1, x2, y2; -#endif - - data->glBegin(GL_LINE_STRIP); - for (i = 0; i < count; ++i) { - data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y); - } - data->glEnd(); - - /* The line is half open, so we need one more point to complete it. - * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html - * If we have to, we can use vertical line and horizontal line textures - * for vertical and horizontal lines, and then create custom textures - * for diagonal lines and software render those. It's terrible, but at - * least it would be pixel perfect. - */ - data->glBegin(GL_POINTS); -#if defined(__APPLE__) || defined(__WIN32__) - /* Mac OS X and Windows seem to always leave the second point open */ - data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y); -#else - /* Linux seems to leave the right-most or bottom-most point open */ - x1 = points[0].x; - y1 = points[0].y; - x2 = points[count-1].x; - y2 = points[count-1].y; - - if (x1 > x2) { - data->glVertex2f(0.5f + x1, 0.5f + y1); - } else if (x2 > x1) { - data->glVertex2f(0.5f + x2, 0.5f + y2); - } else if (y1 > y2) { - data->glVertex2f(0.5f + x1, 0.5f + y1); - } else if (y2 > y1) { - data->glVertex2f(0.5f + x2, 0.5f + y2); - } -#endif - data->glEnd(); + data->glDrawArrays(GL_LINE_STRIP, 0, count); } + /* Make sure all the line endpoints are closed. + * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html + * Which points need to be drawn varies by driver, so just draw all of them. + */ + data->glDrawArrays(GL_POINTS, 0, count); + data->glDisableClientState(GL_VERTEX_ARRAY); + data->glTranslatef(-0.5f, -0.5f, 0.0f); + return GL_CheckError("", renderer); }