GLES2 backend: cast with SDL_Vertex and SDL_VertexSolid
parent
4c9966eed6
commit
50d49c63ed
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@ -107,6 +107,13 @@ typedef struct SDL_RenderCommand
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} SDL_RenderCommand;
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typedef struct SDL_VertexSolid
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{
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SDL_FPoint position;
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SDL_Color color;
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} SDL_VertexSolid;
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/* Define the SDL renderer structure */
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struct SDL_Renderer
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{
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@ -663,8 +663,7 @@ static int
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GLES2_QueueDrawPoints(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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const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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SDL_VertexSolid *verts = (SDL_VertexSolid *) SDL_AllocateRenderVertices(renderer, count * sizeof(*verts), 0, &cmd->data.draw.first);
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int i;
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SDL_Color color;
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color.r = cmd->data.draw.r;
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@ -684,9 +683,10 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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cmd->data.draw.count = count;
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for (i = 0; i < count; i++) {
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*(verts++) = 0.5f + points[i].x;
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*(verts++) = 0.5f + points[i].y;
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*((SDL_Color *)verts++) = color;
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verts->position.y = 0.5f + points[i].x;
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verts->position.x = 0.5f + points[i].y;
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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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@ -698,8 +698,7 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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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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const size_t vertlen = ((2 * sizeof (float)) + sizeof (int)) * count;
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GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
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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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@ -721,9 +720,10 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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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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*((SDL_Color*)verts++) = color;
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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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@ -740,9 +740,10 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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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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*((SDL_Color*)verts++) = color;
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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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@ -757,48 +758,85 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
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int i;
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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 count = indices ? num_indices : num_vertices;
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const size_t vertlen = (2 * sizeof (float) + sizeof (int) + (texture ? 2 : 0) * sizeof (float)) * 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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size_indices = indices ? size_indices : 0;
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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SDL_Color col_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indices == 1) {
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j = ((const Uint8 *)indices)[i];
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} else {
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j = i;
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if (texture) {
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SDL_Vertex *verts = (SDL_Vertex *) SDL_AllocateRenderVertices(renderer, count * sizeof (*verts), 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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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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SDL_Color col_;
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float *uv_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indices == 1) {
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j = ((const Uint8 *)indices)[i];
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} else {
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j = i;
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}
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*(verts++) = xy_[0] * scale_x;
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*(verts++) = xy_[1] * scale_y;
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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uv_ = (float *)((char*)uv + j * uv_stride);
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if (colorswap) {
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Uint8 r = col_.r;
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col_.r = col_.b;
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col_.b = r;
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verts->position.x = xy_[0] * scale_x;
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verts->position.y = xy_[1] * scale_y;
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if (colorswap) {
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Uint8 r = col_.r;
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col_.r = col_.b;
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col_.b = r;
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}
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verts->color = col_;
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verts->tex_coord.x = uv_[0];
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verts->tex_coord.y = uv_[1];
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verts++;
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}
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*((SDL_Color *)verts++) = col_;
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} else {
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SDL_VertexSolid *verts = (SDL_VertexSolid *) SDL_AllocateRenderVertices(renderer, count * sizeof (*verts), 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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if (texture) {
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float *uv_ = (float *)((char*)uv + j * uv_stride);
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*(verts++) = uv_[0];
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*(verts++) = uv_[1];
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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SDL_Color col_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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j = ((const Uint16 *)indices)[i];
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} else if (size_indices == 1) {
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j = ((const Uint8 *)indices)[i];
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} else {
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j = i;
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}
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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verts->position.x = xy_[0] * scale_x;
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verts->position.y = xy_[1] * scale_y;
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if (colorswap) {
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Uint8 r = col_.r;
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col_.r = col_.b;
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col_.b = r;
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}
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verts->color = col_;
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verts++;
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}
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}
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@ -811,7 +849,7 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
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SDL_Texture *texture = cmd->data.draw.texture;
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const SDL_BlendMode blend = cmd->data.draw.blend;
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GLES2_ProgramCacheEntry *program;
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int stride = sizeof (GLfloat) * 2 /* position */ + sizeof (int) /* color */;
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int stride;
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SDL_assert((texture != NULL) == (imgsrc != GLES2_IMAGESOURCE_SOLID));
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@ -882,11 +920,14 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
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}
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if (texture) {
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stride += sizeof (GLfloat) * 2; /* tex coord */
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stride = sizeof(SDL_Vertex);
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} else {
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stride = sizeof(SDL_VertexSolid);
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}
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if (texture) {
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * (2 + 1)));
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SDL_Vertex *verts = (SDL_Vertex *) (cmd->data.draw.first);
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_TEXCOORD, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *)&verts->tex_coord);
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}
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if (GLES2_SelectProgram(data, imgsrc, texture ? texture->w : 0, texture ? texture->h : 0) < 0) {
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@ -918,8 +959,11 @@ SetDrawState(GLES2_RenderData *data, const SDL_RenderCommand *cmd, const GLES2_I
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}
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/* all drawing commands use this */
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) (uintptr_t) cmd->data.draw.first);
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE /* Normalized */, stride, (const GLvoid *) (uintptr_t) (cmd->data.draw.first + sizeof (GLfloat) * 2));
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{
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SDL_VertexSolid *verts = (SDL_VertexSolid *) (cmd->data.draw.first);
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_POSITION, 2, GL_FLOAT, GL_FALSE, stride, (const GLvoid *) &verts->position);
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data->glVertexAttribPointer(GLES2_ATTRIBUTE_COLOR, 4, GL_UNSIGNED_BYTE, GL_TRUE /* Normalized */, stride, (const GLvoid *) &verts->color);
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}
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return 0;
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}
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@ -1206,7 +1250,7 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
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if (ret == 0) {
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int op = GL_TRIANGLES; /* SDL_RENDERCMD_GEOMETRY */
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if (thiscmdtype == SDL_RENDERCMD_DRAW_POINTS) {
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op = GL_POINTS;
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op = GL_POINTS;
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}
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data->glDrawArrays(op, 0, (GLsizei) count);
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}
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