static void menu_display_gl_draw(menu_display_ctx_draw_t *draw, video_frame_info_t *video_info) { gl_t *gl = (gl_t*)video_info->userdata; if (!gl || !draw) return; if (!draw->coords->vertex) draw->coords->vertex = menu_display_gl_get_default_vertices(); if (!draw->coords->tex_coord) draw->coords->tex_coord = menu_display_gl_get_default_tex_coords(); if (!draw->coords->lut_tex_coord) draw->coords->lut_tex_coord = menu_display_gl_get_default_tex_coords(); menu_display_gl_viewport(draw, video_info); glBindTexture(GL_TEXTURE_2D, (GLuint)draw->texture); gl->shader->set_coords(gl->shader_data, draw->coords); gl->shader->set_mvp(gl->shader_data, draw->matrix_data ? (math_matrix_4x4*)draw->matrix_data : (math_matrix_4x4*)menu_display_gl_get_default_mvp(video_info)); glDrawArrays(menu_display_prim_to_gl_enum( draw->prim_type), 0, draw->coords->vertices); 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; }
static void menu_display_gl_draw(void *data) { video_shader_ctx_mvp_t mvp; video_shader_ctx_coords_t coords; gl_t *gl = (gl_t*)video_driver_get_ptr(false); menu_display_ctx_draw_t *draw = (menu_display_ctx_draw_t*)data; if (!gl || !draw) return; if (!draw->coords->vertex) draw->coords->vertex = menu_display_gl_get_default_vertices(); if (!draw->coords->tex_coord) draw->coords->tex_coord = menu_display_gl_get_default_tex_coords(); if (!draw->coords->lut_tex_coord) draw->coords->lut_tex_coord = menu_display_gl_get_default_tex_coords(); menu_display_gl_viewport(draw); menu_display_gl_bind_texture(draw); coords.handle_data = gl; coords.data = draw->coords; video_shader_driver_set_coords(&coords); mvp.data = gl; mvp.matrix = draw->matrix_data ? (math_matrix_4x4*)draw->matrix_data : (math_matrix_4x4*)menu_display_gl_get_default_mvp(); video_shader_driver_set_mvp(&mvp); glDrawArrays(menu_display_prim_to_gl_enum( draw->prim_type), 0, draw->coords->vertices); gl->coords.color = gl->white_color_ptr; }