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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
render: Restoring line rendering fixes that were previously put on hold.
(Backed out hg changeset 7a4240daba46)
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0360987f45
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c33f808354
@ -848,6 +848,60 @@ 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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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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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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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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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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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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}
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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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}
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static int
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GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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@ -1211,59 +1265,14 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
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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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if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
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data->glBegin(GL_LINE_LOOP);
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/* GL_LINE_LOOP takes care of the final segment */
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for (i = 1; i < count; ++i, verts += 2) {
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data->glVertex2f(verts[0], verts[1]);
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}
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data->glEnd();
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} else {
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#if defined(__MACOSX__) || defined(__WIN32__)
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#else
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int x1, y1, x2, y2;
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#endif
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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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}
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data->glEnd();
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verts -= 2 * count;
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/* The line is half open, so we need one more point to complete it.
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* http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
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* If we have to, we can use vertical line and horizontal line textures
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* for vertical and horizontal lines, and then create custom textures
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* for diagonal lines and software render those. It's terrible, but at
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* least it would be pixel perfect.
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*/
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data->glBegin(GL_POINTS);
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#if defined(__MACOSX__) || defined(__WIN32__)
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/* Mac OS X and Windows seem to always leave the last point open */
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data->glVertex2f(verts[(count-1)*2], verts[(count*2)-1]);
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#else
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/* Linux seems to leave the right-most or bottom-most point open */
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x1 = verts[0];
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y1 = verts[1];
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x2 = verts[(count-1)*2];
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y2 = verts[(count*2)-1];
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if (x1 > x2) {
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data->glVertex2f(x1, y1);
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} else if (x2 > x1) {
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data->glVertex2f(x2, y2);
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}
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if (y1 > y2) {
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data->glVertex2f(x1, y1);
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} else if (y2 > y1) {
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data->glVertex2f(x2, y2);
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}
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#endif
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data->glEnd();
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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->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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}
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@ -1602,7 +1611,7 @@ 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_QueueDrawPoints; /* lines and points queue vertices the same way. */
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renderer->QueueDrawLines = GL_QueueDrawLines;
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renderer->QueueFillRects = GL_QueueFillRects;
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renderer->QueueCopy = GL_QueueCopy;
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renderer->QueueCopyEx = GL_QueueCopyEx;
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@ -561,6 +561,60 @@ 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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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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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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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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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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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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}
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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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}
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static int
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GLES_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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@ -901,16 +955,10 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
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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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if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
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/* GL_LINE_LOOP takes care of the final segment */
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data->glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) (count - 1));
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} else {
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data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
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/* We need to close the endpoint of the line */
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data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1);
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}
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data->glDrawArrays(GL_LINES, 0, (GLsizei) ((count-1) * 2));
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break;
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}
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@ -1159,7 +1207,7 @@ 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_QueueDrawPoints; /* lines and points queue vertices the same way. */
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renderer->QueueDrawLines = GLES_QueueDrawLines;
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renderer->QueueFillRects = GLES_QueueFillRects;
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renderer->QueueCopy = GLES_QueueCopy;
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renderer->QueueCopyEx = GLES_QueueCopyEx;
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@ -783,6 +783,60 @@ 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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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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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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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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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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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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}
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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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}
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static int
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GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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@ -1294,17 +1348,10 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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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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if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
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if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
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/* GL_LINE_LOOP takes care of the final segment */
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data->glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) (count - 1));
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} else {
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data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
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/* We need to close the endpoint of the line */
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data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1);
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}
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data->glDrawArrays(GL_LINES, 0, (GLsizei) ((count-1) * 2));
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}
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break;
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}
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@ -2099,7 +2146,7 @@ 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_QueueDrawPoints; /* lines and points queue vertices the same way. */
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renderer->QueueDrawLines = GLES2_QueueDrawLines;
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renderer->QueueFillRects = GLES2_QueueFillRects;
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renderer->QueueCopy = GLES2_QueueCopy;
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renderer->QueueCopyEx = GLES2_QueueCopyEx;
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