|
@@ -848,6 +848,60 @@ GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FP
|
|
|
return 0;
|
|
|
}
|
|
|
|
|
|
+static int
|
|
|
+GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
|
|
|
+{
|
|
|
+ GLfloat *verts;
|
|
|
+ int i;
|
|
|
+
|
|
|
+ SDL_assert(count >= 2); /* should have been checked at the higher level. */
|
|
|
+
|
|
|
+ verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, (count-1) * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
|
|
|
+ if (!verts) {
|
|
|
+ return -1;
|
|
|
+ }
|
|
|
+
|
|
|
+ cmd->data.draw.count = count;
|
|
|
+
|
|
|
+ /* GL_LINE_STRIP seems to be unreliable on various drivers, so try
|
|
|
+ to build out our own GL_LINES. :(
|
|
|
+ If the line segment is completely horizontal or vertical,
|
|
|
+ make it one pixel longer, to satisfy the diamond-exit rule.
|
|
|
+ We should probably do this for diagonal lines too, but we'd have to
|
|
|
+ do some trigonometry to figure out the correct pixel and generally
|
|
|
+ when we have problems with pixel perfection, it's for straight lines
|
|
|
+ that are missing a pixel that frames something and not arbitrary
|
|
|
+ angles. Maybe !!! FIXME for later, though. */
|
|
|
+
|
|
|
+ for (i = 0; i < count-1; i++, points++) {
|
|
|
+ GLfloat xstart = 0.5f + points[0].x; /* 0.5f to get to the center of the pixel. */
|
|
|
+ GLfloat ystart = 0.5f + points[0].y;
|
|
|
+ GLfloat xend = 0.5f + points[1].x;
|
|
|
+ GLfloat yend = 0.5f + points[1].y;
|
|
|
+
|
|
|
+ if (xstart == xend) { /* vertical line */
|
|
|
+ if (yend > ystart) {
|
|
|
+ yend += 1.0f;
|
|
|
+ } else {
|
|
|
+ ystart += 1.0f;
|
|
|
+ }
|
|
|
+ } else if (ystart == yend) { /* horizontal line */
|
|
|
+ if (xend > xstart) {
|
|
|
+ xend += 1.0f;
|
|
|
+ } else {
|
|
|
+ xstart += 1.0f;
|
|
|
+ }
|
|
|
+ }
|
|
|
+
|
|
|
+ *(verts++) = xstart;
|
|
|
+ *(verts++) = ystart;
|
|
|
+ *(verts++) = xend;
|
|
|
+ *(verts++) = yend;
|
|
|
+ }
|
|
|
+
|
|
|
+ return 0;
|
|
|
+}
|
|
|
+
|
|
|
static int
|
|
|
GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
|
|
|
{
|
|
@@ -1211,59 +1265,14 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
|
|
|
case SDL_RENDERCMD_DRAW_LINES: {
|
|
|
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
|
|
|
const size_t count = cmd->data.draw.count;
|
|
|
+ SDL_assert(count >= 2);
|
|
|
SetDrawState(data, cmd, SHADER_SOLID);
|
|
|
- if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
|
|
|
- data->glBegin(GL_LINE_LOOP);
|
|
|
- /* GL_LINE_LOOP takes care of the final segment */
|
|
|
- for (i = 1; i < count; ++i, verts += 2) {
|
|
|
- data->glVertex2f(verts[0], verts[1]);
|
|
|
- }
|
|
|
- data->glEnd();
|
|
|
- } else {
|
|
|
- #if defined(__MACOSX__) || defined(__WIN32__)
|
|
|
- #else
|
|
|
- int x1, y1, x2, y2;
|
|
|
- #endif
|
|
|
-
|
|
|
- data->glBegin(GL_LINE_STRIP);
|
|
|
- for (i = 0; i < count; ++i, verts += 2) {
|
|
|
- data->glVertex2f(verts[0], verts[1]);
|
|
|
- }
|
|
|
- data->glEnd();
|
|
|
- verts -= 2 * count;
|
|
|
-
|
|
|
- /* 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(__MACOSX__) || defined(__WIN32__)
|
|
|
- /* Mac OS X and Windows seem to always leave the last point open */
|
|
|
- data->glVertex2f(verts[(count-1)*2], verts[(count*2)-1]);
|
|
|
- #else
|
|
|
- /* Linux seems to leave the right-most or bottom-most point open */
|
|
|
- x1 = verts[0];
|
|
|
- y1 = verts[1];
|
|
|
- x2 = verts[(count-1)*2];
|
|
|
- y2 = verts[(count*2)-1];
|
|
|
-
|
|
|
- if (x1 > x2) {
|
|
|
- data->glVertex2f(x1, y1);
|
|
|
- } else if (x2 > x1) {
|
|
|
- data->glVertex2f(x2, y2);
|
|
|
- }
|
|
|
- if (y1 > y2) {
|
|
|
- data->glVertex2f(x1, y1);
|
|
|
- } else if (y2 > y1) {
|
|
|
- data->glVertex2f(x2, y2);
|
|
|
- }
|
|
|
- #endif
|
|
|
- data->glEnd();
|
|
|
+ data->glBegin(GL_LINES);
|
|
|
+ for (i = 0; i < count-1; ++i, verts += 4) {
|
|
|
+ data->glVertex2f(verts[0], verts[1]);
|
|
|
+ data->glVertex2f(verts[2], verts[3]);
|
|
|
}
|
|
|
+ data->glEnd();
|
|
|
break;
|
|
|
}
|
|
|
|
|
@@ -1602,7 +1611,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
|
|
|
renderer->QueueSetViewport = GL_QueueSetViewport;
|
|
|
renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
|
|
|
renderer->QueueDrawPoints = GL_QueueDrawPoints;
|
|
|
- renderer->QueueDrawLines = GL_QueueDrawPoints; /* lines and points queue vertices the same way. */
|
|
|
+ renderer->QueueDrawLines = GL_QueueDrawLines;
|
|
|
renderer->QueueFillRects = GL_QueueFillRects;
|
|
|
renderer->QueueCopy = GL_QueueCopy;
|
|
|
renderer->QueueCopyEx = GL_QueueCopyEx;
|