static void *menu_display_gl_get_default_mvp(void) { gl_t *gl = gl_get_ptr(); if (!gl) return NULL; return &gl->mvp_no_rot; }
static void menu_display_gl_draw_bg( unsigned width, unsigned height, uintptr_t texture, float handle_alpha, bool force_transparency, GLfloat *coord_color, GLfloat *coord_color2, const float *vertex, const float *tex_coord, size_t vertex_count, enum menu_display_prim_type prim_type) { struct gfx_coords coords; const GLfloat *new_vertex = NULL; const GLfloat *new_tex_coord = NULL; global_t *global = global_get_ptr(); settings_t *settings = config_get_ptr(); gl_t *gl = gl_get_ptr(); if (!gl) return; new_vertex = vertex; new_tex_coord = tex_coord; if (!new_vertex) new_vertex = &gl_vertexes[0]; if (!new_tex_coord) new_tex_coord = &gl_tex_coords[0]; coords.vertices = vertex_count; coords.vertex = new_vertex; coords.tex_coord = new_tex_coord; coords.lut_tex_coord = new_tex_coord; coords.color = (const float*)coord_color; menu_display_gl_blend_begin(); menu_display_ctl(MENU_DISPLAY_CTL_SET_VIEWPORT, NULL); if ((settings->menu.pause_libretro || !global->inited.main || (global->inited.core.type == CORE_TYPE_DUMMY)) && !force_transparency && texture) coords.color = (const float*)coord_color2; menu_display_gl_draw(0, 0, width, height, &coords, (math_matrix_4x4*)menu_display_gl_get_default_mvp(), (GLuint)texture, prim_type); menu_display_gl_blend_end(); gl->coords.color = gl->white_color_ptr; }
static void menu_display_gl_draw( float x, float y, unsigned width, unsigned height, struct gfx_coords *coords, void *matrix_data, uintptr_t texture, enum menu_display_prim_type prim_type ) { gl_t *gl = gl_get_ptr(); math_matrix_4x4 *mat = (math_matrix_4x4*)matrix_data; if (!gl) return; /* TODO - edge case */ if (height <= 0) height = 1; if (!mat) mat = (math_matrix_4x4*)menu_display_gl_get_default_mvp(); if (!coords->vertex) coords->vertex = &gl_vertexes[0]; if (!coords->tex_coord) coords->tex_coord = &gl_tex_coords[0]; if (!coords->lut_tex_coord) coords->lut_tex_coord = &gl_tex_coords[0]; glViewport(x, y, width, height); glBindTexture(GL_TEXTURE_2D, (GLuint)texture); video_shader_driver_set_coords(gl, coords); video_shader_driver_set_mvp(gl, mat); glDrawArrays(menu_display_prim_to_gl_enum(prim_type), 0, coords->vertices); gl->coords.color = gl->white_color_ptr; }