Commit 6b02e2ae authored by Holmes Futrell's avatar Holmes Futrell

Modified OpenGL ES render driver to support new SDL_RenderFill,...

Modified OpenGL ES render driver to support new SDL_RenderFill, SDL_RenderLine, and SDL_RenderPoint.

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%403411
parent bfa86209
...@@ -86,7 +86,7 @@ SDL_PROC_UNUSED(void, glColor4x, ...@@ -86,7 +86,7 @@ SDL_PROC_UNUSED(void, glColor4x,
SDL_PROC_UNUSED(void, glColorMask, SDL_PROC_UNUSED(void, glColorMask,
(GLboolean red, GLboolean green, GLboolean blue, (GLboolean red, GLboolean green, GLboolean blue,
GLboolean alpha)) GLboolean alpha))
SDL_PROC_UNUSED(void, glColorPointer, SDL_PROC(void, glColorPointer,
(GLint size, GLenum type, GLsizei stride, (GLint size, GLenum type, GLsizei stride,
const GLvoid * pointer)) const GLvoid * pointer))
SDL_PROC_UNUSED(void, glCompressedTexImage2D, SDL_PROC_UNUSED(void, glCompressedTexImage2D,
...@@ -110,7 +110,7 @@ SDL_PROC_UNUSED(void, glDepthFunc, (GLenum func)) ...@@ -110,7 +110,7 @@ SDL_PROC_UNUSED(void, glDepthFunc, (GLenum func))
SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag)) SDL_PROC_UNUSED(void, glDepthMask, (GLboolean flag))
SDL_PROC_UNUSED(void, glDepthRangex, (GLclampx zNear, GLclampx zFar)) SDL_PROC_UNUSED(void, glDepthRangex, (GLclampx zNear, GLclampx zFar))
SDL_PROC(void, glDisable, (GLenum cap)) SDL_PROC(void, glDisable, (GLenum cap))
SDL_PROC_UNUSED(void, glDisableClientState, (GLenum array)) SDL_PROC(void, glDisableClientState, (GLenum array))
SDL_PROC(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count)) SDL_PROC(void, glDrawArrays, (GLenum mode, GLint first, GLsizei count))
SDL_PROC_UNUSED(void, glDrawElements, SDL_PROC_UNUSED(void, glDrawElements,
(GLenum mode, GLsizei count, GLenum type, (GLenum mode, GLsizei count, GLenum type,
......
...@@ -632,11 +632,15 @@ GLES_RenderPoint(SDL_Renderer * renderer, int x, int y) ...@@ -632,11 +632,15 @@ GLES_RenderPoint(SDL_Renderer * renderer, int x, int y)
(GLfloat) renderer->b * inv255f, (GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f); (GLfloat) renderer->a * inv255f);
/* FIXME: GLshort vertices[2];
data->glBegin(GL_POINTS); vertices[0] = x;
data->glVertex2i(x, y); vertices[1] = y;
data->glEnd();
*/ data->glVertexPointer(2, GL_SHORT, 0, vertices);
data->glEnableClientState(GL_VERTEX_ARRAY);
data->glDrawArrays(GL_POINTS, 0, 1);
data->glDisableClientState(GL_VERTEX_ARRAY);
return 0; return 0;
} }
...@@ -652,12 +656,17 @@ GLES_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2) ...@@ -652,12 +656,17 @@ GLES_RenderLine(SDL_Renderer * renderer, int x1, int y1, int x2, int y2)
(GLfloat) renderer->b * inv255f, (GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f); (GLfloat) renderer->a * inv255f);
/* FIXME: GLshort vertices[4];
data->glBegin(GL_LINES); vertices[0] = x1;
data->glVertex2i(x1, y1); vertices[1] = y1;
data->glVertex2i(x2, y2); vertices[2] = x2;
data->glEnd(); vertices[3] = y2;
*/
data->glVertexPointer(2, GL_SHORT, 0, vertices);
data->glEnableClientState(GL_VERTEX_ARRAY);
data->glDrawArrays(GL_LINES, 0, 2);
data->glDisableClientState(GL_VERTEX_ARRAY);
return 0; return 0;
} }
...@@ -673,9 +682,26 @@ GLES_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect) ...@@ -673,9 +682,26 @@ GLES_RenderFill(SDL_Renderer * renderer, const SDL_Rect * rect)
(GLfloat) renderer->b * inv255f, (GLfloat) renderer->b * inv255f,
(GLfloat) renderer->a * inv255f); (GLfloat) renderer->a * inv255f);
/* FIXME: GLshort minx = rect->x;
data->glRecti(rect->x, rect->y, rect->x + rect->w, rect->y + rect->h); GLshort maxx = rect->x + rect->w;
*/ GLshort miny = rect->y;
GLshort maxy = rect->y + rect->h;
GLshort 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_SHORT, 0, vertices);
data->glEnableClientState(GL_VERTEX_ARRAY);
data->glDrawArrays(GL_TRIANGLE_STRIP, 0, 4);
data->glDisableClientState(GL_VERTEX_ARRAY);
return 0; return 0;
} }
......
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