Add API: SDL_Vertex type and SDL_RenderGeometry
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53a2608bd2
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f22fc4ca35
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@ -137,6 +137,17 @@ typedef struct SDL_Renderer SDL_Renderer;
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struct SDL_Texture;
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typedef struct SDL_Texture SDL_Texture;
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/**
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* \brief Vertex structure
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*/
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typedef struct SDL_Vertex
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{
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SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
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SDL_Color color; /**< Vertex color */
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SDL_FPoint tex_coord; /**< Texture coordinates (0..texture width, 0..texture height),
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if needed */
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} SDL_Vertex;
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/* Function prototypes */
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@ -1442,6 +1453,26 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
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const SDL_FPoint *center,
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const SDL_RendererFlip flip);
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/**
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* \brief Render a list of triangles, optionally using a texture and indices into the vertex array
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* Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
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*
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* \param texture (optional) The SDL texture to use.
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* \param vertices Vertices.
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* \param num_vertices Number of vertices.
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* \param indices (optional) An array of integer indices into the 'vertices' array, if NULL all vertices will be rendered in sequential order.
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* \param num_indices Number of indices.
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*
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* \sa SDL_Vertex
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*
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* \return 0 on success, or -1 if the operation is not supported
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*/
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extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
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SDL_Texture *texture,
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SDL_Vertex *vertices, int num_vertices,
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int *indices, int num_indices);
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/**
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* Read pixels from the current rendering target to an array of pixels.
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*
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