render: opengles renderer actually works now. :)

This commit is contained in:
Ryan C. Gordon 2018-09-25 16:17:10 -04:00
parent b2db99cb9f
commit 43f15e05dd

View File

@ -556,7 +556,7 @@ static int
GLES_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_FRect * dstrect)
{
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat minu, maxu, minv, maxv;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, 16 * sizeof (GLfloat), 0, &cmd->data.draw.first);
@ -607,7 +607,7 @@ GLES_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
const SDL_Rect * srcquad, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
GL_TextureData *texturedata = (GL_TextureData *) texture->driverdata;
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
GLfloat minx, miny, maxx, maxy;
GLfloat centerx, centery;
GLfloat minu, maxu, minv, maxv;
@ -638,13 +638,13 @@ GLES_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
maxy = dstrect->h - centery;
}
minu = (GLfloat) srcrect->x / texture->w;
minu = (GLfloat) srcquad->x / texture->w;
minu *= texturedata->texw;
maxu = (GLfloat) (srcrect->x + srcrect->w) / texture->w;
maxu = (GLfloat) (srcquad->x + srcquad->w) / texture->w;
maxu *= texturedata->texw;
minv = (GLfloat) srcrect->y / texture->h;
minv = (GLfloat) srcquad->y / texture->h;
minv *= texturedata->texh;
maxv = (GLfloat) (srcrect->y + srcrect->h) / texture->h;
maxv = (GLfloat) (srcquad->y + srcquad->h) / texture->h;
maxv *= texturedata->texh;
cmd->data.draw.count = 1;
@ -723,10 +723,11 @@ SetCopyState(const GLES_RenderData *data, const SDL_RenderCommand *cmd,
SDL_Texture **current_texture)
{
SDL_Texture *texture = cmd->data.draw.texture;
SetDrawState(data, cmd, shader, current_blend, current_texturing);
SetDrawState(data, cmd, current_blend, current_texturing);
if (texture != *current_texture) {
data->glBindTexture(textype, texturedata->texture);
GLES_TextureData *texturedata = (GLES_TextureData *) texture->driverdata;
data->glBindTexture(GL_TEXTURE_2D, texturedata->texture);
*current_texture = texture;
}
}
@ -738,7 +739,6 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
SDL_Rect viewport;
SDL_Texture *bound_texture = NULL;
SDL_BlendMode blend = SDL_BLENDMODE_INVALID;
GLES_Shader shader = SHADER_INVALID;
int drawablew = 0, drawableh = 0;
SDL_bool cliprect_enabled = SDL_FALSE;
const SDL_bool istarget = renderer->target != NULL;
@ -824,24 +824,23 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
const size_t count = cmd->data.draw.count;
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
SetDrawState(data, cmd, &blend, &texturing);
data->glVertexPointer(2, GL_FLOAT, 0, vertices);
data->glVertexPointer(2, GL_FLOAT, 0, verts);
data->glDrawArrays(GL_POINTS, 0, count);
break;
}
case SDL_RENDERCMD_DRAW_LINES: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
size_t count = cmd->data.draw.count;
const size_t count = cmd->data.draw.count;
SetDrawState(data, cmd, &blend, &texturing);
data->glVertexPointer(2, GL_FLOAT, 0, verts);
if (count > 2 && points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
/* GL_LINE_LOOP takes care of the final segment */
--count;
data->glDrawArrays(GL_LINE_LOOP, 0, count);
data->glDrawArrays(GL_LINE_LOOP, 0, count - 1);
} else {
data->glDrawArrays(GL_LINE_STRIP, 0, count);
/* We need to close the endpoint of the line */
data->glDrawArrays(GL_POINTS, count-1, 1);
data->glDrawArrays(GL_POINTS, count - 1, 1);
}
break;
}
@ -892,7 +891,7 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
cmd = cmd->next;
}
return GL_CheckError("", renderer);
return 0;
}
static int