mirror of https://github.com/encounter/SDL.git
opengl: Use GL_LINE_STRIP instead of breaking down into seperate GL_LINES.
Surely GL drivers have improved in the last seven years. I hope...?
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b198febb62
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@ -851,21 +851,21 @@ GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FP
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static int
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GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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GLfloat *verts;
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int i;
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SDL_assert(count >= 2); /* should have been checked at the higher level. */
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verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, (count-1) * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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const size_t vertlen = (sizeof (GLfloat) * 2) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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/* GL_LINE_STRIP seems to be unreliable on various drivers, so try
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to build out our own GL_LINES. :(
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If the line segment is completely horizontal or vertical,
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/* Offset to hit the center of the pixel. */
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for (i = 0; i < count; i++) {
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*(verts++) = 0.5f + points[i].x;
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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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@ -873,30 +873,19 @@ GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPo
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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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for (i = 0; i < count-1; i++, points++) {
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GLfloat xstart = 0.5f + points[0].x; /* 0.5f to get to the center of the pixel. */
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GLfloat ystart = 0.5f + points[0].y;
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GLfloat xend = 0.5f + points[1].x;
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GLfloat yend = 0.5f + points[1].y;
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/* update the last line. */
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verts -= 4;
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{
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const GLfloat xstart = verts[0];
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const GLfloat ystart = verts[1];
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const GLfloat xend = verts[2];
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const GLfloat yend = verts[3];
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if (xstart == xend) { /* vertical line */
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if (yend > ystart) {
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yend += 1.0f;
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} else {
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ystart += 1.0f;
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}
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} else if (ystart == yend) { /* horizontal line */
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if (xend > xstart) {
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xend += 1.0f;
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} else {
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xstart += 1.0f;
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}
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if (ystart == yend) { /* horizontal line */
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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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}
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*(verts++) = xstart;
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*(verts++) = ystart;
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*(verts++) = xend;
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*(verts++) = yend;
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}
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return 0;
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@ -1267,10 +1256,9 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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const size_t count = cmd->data.draw.count;
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SDL_assert(count >= 2);
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SetDrawState(data, cmd, SHADER_SOLID);
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data->glBegin(GL_LINES);
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for (i = 0; i < count-1; ++i, verts += 4) {
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data->glBegin(GL_LINE_STRIP);
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for (i = 0; i < count; ++i, verts += 2) {
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data->glVertex2f(verts[0], verts[1]);
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data->glVertex2f(verts[2], verts[3]);
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}
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data->glEnd();
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break;
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@ -564,21 +564,21 @@ GLES_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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static int
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GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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GLfloat *verts;
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int i;
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SDL_assert(count >= 2); /* should have been checked at the higher level. */
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verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, (count-1) * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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const size_t vertlen = (sizeof (GLfloat) * 2) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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/* GL_LINE_STRIP seems to be unreliable on various drivers, so try
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to build out our own GL_LINES. :(
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If the line segment is completely horizontal or vertical,
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/* Offset to hit the center of the pixel. */
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for (i = 0; i < count; i++) {
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*(verts++) = 0.5f + points[i].x;
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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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@ -586,30 +586,19 @@ GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
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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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for (i = 0; i < count-1; i++, points++) {
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GLfloat xstart = 0.5f + points[0].x; /* 0.5f to get to the center of the pixel. */
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GLfloat ystart = 0.5f + points[0].y;
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GLfloat xend = 0.5f + points[1].x;
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GLfloat yend = 0.5f + points[1].y;
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/* update the last line. */
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verts -= 4;
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{
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const GLfloat xstart = verts[0];
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const GLfloat ystart = verts[1];
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const GLfloat xend = verts[2];
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const GLfloat yend = verts[3];
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if (xstart == xend) { /* vertical line */
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if (yend > ystart) {
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yend += 1.0f;
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} else {
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ystart += 1.0f;
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}
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} else if (ystart == yend) { /* horizontal line */
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if (xend > xstart) {
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xend += 1.0f;
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} else {
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xstart += 1.0f;
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}
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if (ystart == yend) { /* horizontal line */
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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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}
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*(verts++) = xstart;
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*(verts++) = ystart;
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*(verts++) = xend;
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*(verts++) = yend;
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}
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return 0;
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@ -958,7 +947,7 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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SDL_assert(count >= 2);
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SetDrawState(data, cmd);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glDrawArrays(GL_LINES, 0, (GLsizei) ((count-1) * 2));
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data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) ((count-1) * 2));
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break;
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}
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@ -786,21 +786,21 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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static int
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GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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GLfloat *verts;
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int i;
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SDL_assert(count >= 2); /* should have been checked at the higher level. */
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verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, (count-1) * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
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const size_t vertlen = (sizeof (GLfloat) * 2) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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if (!verts) {
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return -1;
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}
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cmd->data.draw.count = count;
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/* GL_LINE_STRIP seems to be unreliable on various drivers, so try
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to build out our own GL_LINES. :(
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If the line segment is completely horizontal or vertical,
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/* Offset to hit the center of the pixel. */
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for (i = 0; i < count; i++) {
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*(verts++) = 0.5f + points[i].x;
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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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@ -808,30 +808,19 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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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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for (i = 0; i < count-1; i++, points++) {
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GLfloat xstart = 0.5f + points[0].x; /* 0.5f to get to the center of the pixel. */
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GLfloat ystart = 0.5f + points[0].y;
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GLfloat xend = 0.5f + points[1].x;
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GLfloat yend = 0.5f + points[1].y;
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/* update the last line. */
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verts -= 4;
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{
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const GLfloat xstart = verts[0];
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const GLfloat ystart = verts[1];
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const GLfloat xend = verts[2];
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const GLfloat yend = verts[3];
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if (xstart == xend) { /* vertical line */
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if (yend > ystart) {
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yend += 1.0f;
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} else {
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ystart += 1.0f;
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}
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} else if (ystart == yend) { /* horizontal line */
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if (xend > xstart) {
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xend += 1.0f;
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} else {
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xstart += 1.0f;
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}
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if (ystart == yend) { /* horizontal line */
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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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}
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*(verts++) = xstart;
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*(verts++) = ystart;
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*(verts++) = xend;
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*(verts++) = yend;
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}
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return 0;
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@ -1351,7 +1340,7 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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const size_t count = cmd->data.draw.count;
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SDL_assert(count >= 2);
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if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
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data->glDrawArrays(GL_LINES, 0, (GLsizei) ((count-1) * 2));
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data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) ((count-1) * 2));
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}
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break;
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}
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