Remove QueueDrawLines from GL, GLES, GLES2
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8ea8b2e697
commit
9aac55317d
3 changed files with 4 additions and 194 deletions
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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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