示例#1
0
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;
}
示例#2
0
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;
}
示例#3
0
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;
}