mirror of https://github.com/encounter/SDL.git
Remove QueueDrawLines from GL, GLES, GLES2
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8ea8b2e697
commit
9aac55317d
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@ -941,47 +941,6 @@ GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FP
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return 0;
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}
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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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int i;
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GLfloat prevx, prevy;
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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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/* 0.5f offset to hit the center of the pixel. */
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prevx = 0.5f + points->x;
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prevy = 0.5f + points->y;
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*(verts++) = prevx;
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*(verts++) = prevy;
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/* bump the end of each line segment out a quarter of a pixel, to provoke
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the diamond-exit rule. Without this, you won't just drop the last
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pixel of the last line segment, but you might also drop pixels at the
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edge of any given line segment along the way too. */
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for (i = 1; i < count; i++) {
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const GLfloat xstart = prevx;
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const GLfloat ystart = prevy;
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const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
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const GLfloat yend = points[i].y + 0.5f;
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/* bump a little 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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prevx = xend + (SDL_cosf(angle) * 0.25f);
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prevy = yend + (SDL_sinf(angle) * 0.25f);
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*(verts++) = prevx;
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*(verts++) = prevy;
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}
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return 0;
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}
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static int
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GL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
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@ -1111,7 +1070,6 @@ SetDrawState(GL_RenderData *data, const SDL_RenderCommand *cmd, const GL_Shader
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}
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vertex_array = cmd->command == SDL_RENDERCMD_DRAW_POINTS
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|| cmd->command == SDL_RENDERCMD_DRAW_LINES
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|| cmd->command == SDL_RENDERCMD_GEOMETRY;
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color_array = cmd->command == SDL_RENDERCMD_GEOMETRY;
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texture_array = cmd->data.draw.texture != NULL;
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@ -1286,17 +1244,8 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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break;
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}
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case SDL_RENDERCMD_DRAW_LINES: {
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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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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/* SetDrawState handles glEnableClientState. */
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data->glVertexPointer(2, GL_FLOAT, sizeof(float) * 2, verts);
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data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
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case SDL_RENDERCMD_DRAW_LINES: /* unused */
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break;
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}
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case SDL_RENDERCMD_FILL_RECTS: /* unused */
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break;
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@ -1694,7 +1643,6 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueSetViewport = GL_QueueSetViewport;
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renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueDrawPoints = GL_QueueDrawPoints;
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renderer->QueueDrawLines = GL_QueueDrawLines;
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renderer->QueueGeometry = GL_QueueGeometry;
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renderer->RunCommandQueue = GL_RunCommandQueue;
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renderer->RenderReadPixels = GL_RenderReadPixels;
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@ -560,47 +560,6 @@ GLES_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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return 0;
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}
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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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int i;
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GLfloat prevx, prevy;
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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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/* 0.5f offset to hit the center of the pixel. */
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prevx = 0.5f + points->x;
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prevy = 0.5f + points->y;
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*(verts++) = prevx;
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*(verts++) = prevy;
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/* bump the end of each line segment out a quarter of a pixel, to provoke
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the diamond-exit rule. Without this, you won't just drop the last
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pixel of the last line segment, but you might also drop pixels at the
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edge of any given line segment along the way too. */
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for (i = 1; i < count; i++) {
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const GLfloat xstart = prevx;
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const GLfloat ystart = prevy;
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const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
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const GLfloat yend = points[i].y + 0.5f;
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/* bump a little 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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prevx = xend + (SDL_cosf(angle) * 0.25f);
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prevy = yend + (SDL_sinf(angle) * 0.25f);
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*(verts++) = prevx;
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*(verts++) = prevy;
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}
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return 0;
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}
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static int
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GLES_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
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@ -850,15 +809,8 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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break;
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}
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case SDL_RENDERCMD_DRAW_LINES: {
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const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
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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);
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data->glVertexPointer(2, GL_FLOAT, 0, verts);
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data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
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break;
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}
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case SDL_RENDERCMD_DRAW_LINES: /* unused */
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break;
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case SDL_RENDERCMD_FILL_RECTS: /* unused */
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break;
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@ -1122,7 +1074,6 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueSetViewport = GLES_QueueSetViewport;
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renderer->QueueSetDrawColor = GLES_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueDrawPoints = GLES_QueueDrawPoints;
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renderer->QueueDrawLines = GLES_QueueDrawLines;
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renderer->QueueGeometry = GLES_QueueGeometry;
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renderer->RunCommandQueue = GLES_RunCommandQueue;
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renderer->RenderReadPixels = GLES_RenderReadPixels;
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@ -692,63 +692,6 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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return 0;
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}
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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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const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
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int i;
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GLfloat prevx, prevy;
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SDL_VertexSolid *verts = (SDL_VertexSolid *) SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
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SDL_Color color;
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color.r = cmd->data.draw.r;
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color.g = cmd->data.draw.g;
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color.b = cmd->data.draw.b;
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color.a = cmd->data.draw.a;
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if (!verts) {
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return -1;
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}
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if (colorswap) {
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Uint8 r = color.r;
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color.r = color.b;
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color.b = r;
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}
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cmd->data.draw.count = count;
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/* 0.5f offset to hit the center of the pixel. */
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prevx = 0.5f + points->x;
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prevy = 0.5f + points->y;
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verts->position.x = prevx;
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verts->position.y = prevy;
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verts->color = color;
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verts++;
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/* bump the end of each line segment out a quarter of a pixel, to provoke
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the diamond-exit rule. Without this, you won't just drop the last
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pixel of the last line segment, but you might also drop pixels at the
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edge of any given line segment along the way too. */
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for (i = 1; i < count; i++) {
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const GLfloat xstart = prevx;
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const GLfloat ystart = prevy;
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const GLfloat xend = points[i].x + 0.5f; /* 0.5f to hit pixel center. */
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const GLfloat yend = points[i].y + 0.5f;
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/* bump a little 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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prevx = xend + (SDL_cosf(angle) * 0.25f);
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prevy = yend + (SDL_sinf(angle) * 0.25f);
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verts->position.x = prevx;
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verts->position.y = prevy;
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verts->color = color;
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verts++;
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}
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return 0;
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}
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static int
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GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
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@ -1183,39 +1126,8 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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case SDL_RENDERCMD_COPY_EX: /* unused */
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break;
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case SDL_RENDERCMD_DRAW_LINES: {
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if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
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size_t count = cmd->data.draw.count;
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if (count > 2) {
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/* joined lines cannot be grouped */
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data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei)count);
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} else {
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/* let's group non joined lines */
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SDL_RenderCommand *finalcmd = cmd;
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SDL_RenderCommand *nextcmd = cmd->next;
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SDL_BlendMode thisblend = cmd->data.draw.blend;
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while (nextcmd != NULL) {
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const SDL_RenderCommandType nextcmdtype = nextcmd->command;
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if (nextcmdtype != SDL_RENDERCMD_DRAW_LINES) {
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break; /* can't go any further on this draw call, different render command up next. */
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} else if (nextcmd->data.draw.count != 2) {
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break; /* can't go any further on this draw call, those are joined lines */
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} else if (nextcmd->data.draw.blend != thisblend) {
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break; /* can't go any further on this draw call, different blendmode copy up next. */
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} else {
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finalcmd = nextcmd; /* we can combine copy operations here. Mark this one as the furthest okay command. */
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count += cmd->data.draw.count;
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}
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nextcmd = nextcmd->next;
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}
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data->glDrawArrays(GL_LINES, 0, (GLsizei)count);
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cmd = finalcmd; /* skip any copy commands we just combined in here. */
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}
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}
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case SDL_RENDERCMD_DRAW_LINES: /* unused */
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break;
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}
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case SDL_RENDERCMD_DRAW_POINTS:
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case SDL_RENDERCMD_GEOMETRY: {
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@ -2095,7 +2007,6 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
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renderer->QueueSetViewport = GLES2_QueueSetViewport;
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renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
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renderer->QueueDrawLines = GLES2_QueueDrawLines;
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renderer->QueueGeometry = GLES2_QueueGeometry;
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renderer->RunCommandQueue = GLES2_RunCommandQueue;
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renderer->RenderReadPixels = GLES2_RenderReadPixels;
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