render: Use RenderGeometry to draw lines

This patch is from @1bsyl

Fixes #5061.
main
Sylvain Becker 2022-01-07 22:14:28 +01:00 committed by GitHub
parent 4b38d4c96b
commit c498727471
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1 changed files with 121 additions and 2 deletions

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@ -2962,7 +2962,7 @@ int
SDL_RenderDrawLinesF(SDL_Renderer * renderer,
const SDL_FPoint * points, int count)
{
int retval;
int retval = 0;
CHECK_RENDERER_MAGIC(renderer, -1);
@ -2984,7 +2984,126 @@ SDL_RenderDrawLinesF(SDL_Renderer * renderer,
return RenderDrawLinesWithRectsF(renderer, points, count);
}
retval = QueueCmdDrawLines(renderer, points, count);
if (!(renderer->info.flags & SDL_RENDERER_SOFTWARE) && renderer->QueueGeometry) {
SDL_bool isstack1;
SDL_bool isstack2;
float *xy = SDL_small_alloc(float, 4 * 2 * count, &isstack1);
int *indices = SDL_small_alloc(int,
(4) * 3 * (count - 1)
+ (2) * 3 * (count)
, &isstack2);
if (xy && indices) {
int i;
float *ptr_xy = xy;
int *ptr_indices = indices;
const int xy_stride = 2 * sizeof (float);
int num_vertices = 4 * count;
int num_indices = 0;
const int size_indices = 4;
int cur_indice = -4;
const int is_looping = (points[0].x == points[count - 1].x && points[0].y == points[count - 1].y);
SDL_FPoint p; /* previous point */
p.x = p.y = 0.0f;
/* p q
0----1------ 4----5
| \ |``\ | \ |
| \ | ` `\| \ |
3----2-------7----6
*/
for (i = 0; i < count; ++i) {
SDL_FPoint q = points[i]; /* current point */
*ptr_xy++ = q.x;
*ptr_xy++ = q.y;
*ptr_xy++ = q.x + 1.0f;
*ptr_xy++ = q.y;
*ptr_xy++ = q.x + 1.0f;
*ptr_xy++ = q.y + 1.0f;
*ptr_xy++ = q.x;
*ptr_xy++ = q.y + 1.0f;
#define ADD_TRIANGLE(i1, i2, i3) \
*ptr_indices++ = cur_indice + i1; \
*ptr_indices++ = cur_indice + i2; \
*ptr_indices++ = cur_indice + i3; \
num_indices += 3; \
/* closed polyline, don´t draw twice the point */
if (i || is_looping == 0) {
ADD_TRIANGLE(4, 5, 6)
ADD_TRIANGLE(4, 6, 7)
}
/* first point only, no segment */
if (i == 0) {
p = q;
cur_indice += 4;
continue;
}
/* draw segment */
if (p.y == q.y) {
if (p.x < q.x) {
ADD_TRIANGLE(1, 4, 7)
ADD_TRIANGLE(1, 7, 2)
} else {
ADD_TRIANGLE(5, 0, 3)
ADD_TRIANGLE(5, 3, 6)
}
} else if (p.x == q.x) {
if (p.y < q.y) {
ADD_TRIANGLE(2, 5, 4)
ADD_TRIANGLE(2, 4, 3)
} else {
ADD_TRIANGLE(6, 1, 0)
ADD_TRIANGLE(6, 0, 7)
}
} else {
if (p.y < q.y) {
if (p.x < q.x) {
ADD_TRIANGLE(1, 5, 4)
ADD_TRIANGLE(1, 4, 2)
ADD_TRIANGLE(2, 4, 7)
ADD_TRIANGLE(2, 7, 3)
} else {
ADD_TRIANGLE(4, 0, 5)
ADD_TRIANGLE(5, 0, 3)
ADD_TRIANGLE(5, 3, 6)
ADD_TRIANGLE(6, 3, 2)
}
} else {
if (p.x < q.x) {
ADD_TRIANGLE(0, 4, 7)
ADD_TRIANGLE(0, 7, 1)
ADD_TRIANGLE(1, 7, 6)
ADD_TRIANGLE(1, 6, 2)
} else {
ADD_TRIANGLE(6, 5, 1)
ADD_TRIANGLE(6, 1, 0)
ADD_TRIANGLE(7, 6, 0)
ADD_TRIANGLE(7, 0, 3)
}
}
}
p = q;
cur_indice += 4;
}
retval = QueueCmdGeometry(renderer, NULL,
xy, xy_stride, &renderer->color, 0 /* color_stride */, NULL, 0,
num_vertices, indices, num_indices, size_indices,
1.0f, 1.0f);
SDL_small_free(xy, isstack1);
SDL_small_free(indices, isstack2);
}
} else {
retval = QueueCmdDrawLines(renderer, points, count);
}
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}