Example #1
0
static int
GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
                     int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    GLfloat *vertices;
    int idx;

    GLES_SetDrawingState(renderer);

    /* Emit a line strip including the specified vertices */
    vertices = SDL_stack_alloc(GLfloat, count * 2);
    for (idx = 0; idx < count; ++idx) {
        GLfloat x = points[idx].x + 0.5f;
        GLfloat y = points[idx].y + 0.5f;

        vertices[idx * 2] = x;
        vertices[(idx * 2) + 1] = y;
    }

    data->glVertexPointer(2, GL_FLOAT, 0, vertices);
    if (count > 2 &&
        points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
        /* GL_LINE_LOOP takes care of the final segment */
        --count;
        data->glDrawArrays(GL_LINE_LOOP, 0, count);
    } else {
        data->glDrawArrays(GL_LINE_STRIP, 0, count);
        /* We need to close the endpoint of the line */
        data->glDrawArrays(GL_POINTS, count-1, 1);
    }
    SDL_stack_free(vertices);

    return 0;
}
Example #2
0
static int
GLES_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects,
                     int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    int i;

    GLES_SetDrawingState(renderer);

    for (i = 0; i < count; ++i) {
        const SDL_FRect *rect = &rects[i];
        GLfloat minx = rect->x;
        GLfloat maxx = rect->x + rect->w;
        GLfloat miny = rect->y;
        GLfloat maxy = rect->y + rect->h;
        GLfloat vertices[8];
        vertices[0] = minx;
        vertices[1] = miny;
        vertices[2] = maxx;
        vertices[3] = miny;
        vertices[4] = minx;
        vertices[5] = maxy;
        vertices[6] = maxx;
        vertices[7] = maxy;

        data->glVertexPointer(2, GL_FLOAT, 0, vertices);
        data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
    }

    return 0;
}
Example #3
0
static int
GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
                      int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    GLfloat *vertices;
    int idx;

    GLES_SetDrawingState(renderer);

    /* Emit the specified vertices as points */
    vertices = SDL_stack_alloc(GLfloat, count * 2);
    for (idx = 0; idx < count; ++idx) {
        GLfloat x = points[idx].x + 0.5f;
        GLfloat y = points[idx].y + 0.5f;

        vertices[idx * 2] = x;
        vertices[(idx * 2) + 1] = y;
    }

    data->glVertexPointer(2, GL_FLOAT, 0, vertices);
    data->glDrawArrays(GL_POINTS, 0, count);
    SDL_stack_free(vertices);
    return 0;
}
static int
GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
                     int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    int i;
    GLshort *vertices;

    GLES_SetDrawingState(renderer);

    vertices = SDL_stack_alloc(GLshort, count*2);
    for (i = 0; i < count; ++i) {
        vertices[2*i+0] = (GLshort)points[i].x;
        vertices[2*i+1] = (GLshort)points[i].y;
    }
    data->glVertexPointer(2, GL_SHORT, 0, vertices);
    if (count > 2 && 
        points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
        /* GL_LINE_LOOP takes care of the final segment */
        --count;
        data->glDrawArrays(GL_LINE_LOOP, 0, count);
    } else {
        data->glDrawArrays(GL_LINE_STRIP, 0, count);
        /* We need to close the endpoint of the line */
        data->glDrawArrays(GL_POINTS, count-1, 1);
    }
    SDL_stack_free(vertices);

    return 0;
}
Example #5
0
static int
GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_FPoint * points,
                      int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;

    GLES_SetDrawingState(renderer);

    data->glVertexPointer(2, GL_FLOAT, 0, points);
    data->glDrawArrays(GL_POINTS, 0, count);

    return 0;
}
static int
GLES_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
                      int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;
    int i;
    GLshort *vertices;

    GLES_SetDrawingState(renderer);

    vertices = SDL_stack_alloc(GLshort, count*2);
    for (i = 0; i < count; ++i) {
        vertices[2*i+0] = (GLshort)points[i].x;
        vertices[2*i+1] = (GLshort)points[i].y;
    }
    data->glVertexPointer(2, GL_SHORT, 0, vertices);
    data->glDrawArrays(GL_POINTS, 0, count);
    SDL_stack_free(vertices);

    return 0;
}
Example #7
0
static int
GLES_RenderDrawLines(SDL_Renderer * renderer, const SDL_FPoint * points,
                     int count)
{
    GLES_RenderData *data = (GLES_RenderData *) renderer->driverdata;

    GLES_SetDrawingState(renderer);

    data->glVertexPointer(2, GL_FLOAT, 0, points);
    if (count > 2 &&
        points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
        /* GL_LINE_LOOP takes care of the final segment */
        --count;
        data->glDrawArrays(GL_LINE_LOOP, 0, count);
    } else {
        data->glDrawArrays(GL_LINE_STRIP, 0, count);
        /* We need to close the endpoint of the line */
        data->glDrawArrays(GL_POINTS, count-1, 1);
    }

    return 0;
}