namespace
{
+
inline void intern_draw(float left, float top, float right, float bottom,
float uv_left, float uv_top,
float uv_right, float uv_bottom,
if(effect & VERTICAL_FLIP)
std::swap(uv_top, uv_bottom);
-
- if (angle == 0.0f)
- { // unrotated blit
- glBlendFunc(blend.sfactor, blend.dfactor);
- glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
- glBegin(GL_QUADS);
- glTexCoord2f(uv_left, uv_top);
- glVertex2f(left, top);
-
- glTexCoord2f(uv_right, uv_top);
- glVertex2f(right, top);
-
- glTexCoord2f(uv_right, uv_bottom);
- glVertex2f(right, bottom);
-
- glTexCoord2f(uv_left, uv_bottom);
- glVertex2f(left, bottom);
- glEnd();
- }
- else
- { // rotated blit
- float center_x = (left + right) / 2;
- float center_y = (top + bottom) / 2;
-
- float sa = sinf(angle/180.0f*M_PI);
- float ca = cosf(angle/180.0f*M_PI);
-
- left -= center_x;
- right -= center_x;
-
- top -= center_y;
- bottom -= center_y;
-
- glBlendFunc(blend.sfactor, blend.dfactor);
- glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
- glBegin(GL_QUADS);
- glTexCoord2f(uv_left, uv_top);
- glVertex2f(left*ca - top*sa + center_x,
- left*sa + top*ca + center_y);
-
- glTexCoord2f(uv_right, uv_top);
- glVertex2f(right*ca - top*sa + center_x,
- right*sa + top*ca + center_y);
-
- glTexCoord2f(uv_right, uv_bottom);
- glVertex2f(right*ca - bottom*sa + center_x,
- right*sa + bottom*ca + center_y);
- glTexCoord2f(uv_left, uv_bottom);
- glVertex2f(left*ca - bottom*sa + center_x,
- left*sa + bottom*ca + center_y);
- glEnd();
- }
+ // unrotated blit
+ glBlendFunc(blend.sfactor, blend.dfactor);
+ glColor4f(color.red, color.green, color.blue, color.alpha * alpha);
+
+ if (angle == 0.0f) {
+ float vertices[] = {
+ left, top,
+ right, top,
+ right, bottom,
+ left, bottom,
+ };
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+ float uvs[] = {
+ uv_left, uv_top,
+ uv_right, uv_top,
+ uv_right, uv_bottom,
+ uv_left, uv_bottom,
+ };
+ glTexCoordPointer(2, GL_FLOAT, 0, uvs);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ } else {
+ // rotated blit
+ float center_x = (left + right) / 2;
+ float center_y = (top + bottom) / 2;
+
+ float sa = sinf(angle/180.0f*M_PI);
+ float ca = cosf(angle/180.0f*M_PI);
+
+ left -= center_x;
+ right -= center_x;
+
+ top -= center_y;
+ bottom -= center_y;
+
+ float vertices[] = {
+ left*ca - top*sa + center_x, left*sa + top*ca + center_y,
+ right*ca - top*sa + center_x, right*sa + top*ca + center_y,
+ right*ca - bottom*sa + center_x, right*sa + bottom*ca + center_y,
+ left*ca - bottom*sa + center_x, left*sa + bottom*ca + center_y
+ };
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+ float uvs[] = {
+ uv_left, uv_top,
+ uv_right, uv_top,
+ uv_right, uv_bottom,
+ uv_left, uv_bottom,
+ };
+ glTexCoordPointer(2, GL_FLOAT, 0, uvs);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ }
// FIXME: find a better way to restore the blend mode
glColor4f(1.0f, 1.0f, 1.0f, 1.0f);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
}
+
}
namespace GL {
glDisable(GL_CULL_FACE);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
+ glEnable(GL_VERTEX_ARRAY);
+ glEnable(GL_TEXTURE_COORD_ARRAY);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glViewport(0, 0, screen->w, screen->h);
const Color& bottom = gradientrequest->bottom;
glDisable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glColor4f(top.red, top.green, top.blue, top.alpha);
- glVertex2f(0, 0);
- glVertex2f(SCREEN_WIDTH, 0);
- glColor4f(bottom.red, bottom.green, bottom.blue, bottom.alpha);
- glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
- glVertex2f(0, SCREEN_HEIGHT);
- glEnd();
+ glDisable(GL_TEXTURE_COORD_ARRAY);
+ glEnable(GL_COLOR_ARRAY);
+
+ float vertices[] = {
+ 0, 0,
+ SCREEN_WIDTH, 0,
+ SCREEN_WIDTH, SCREEN_HEIGHT,
+ 0, SCREEN_HEIGHT
+ };
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+ float colors[] = {
+ top.red, top.green, top.blue, top.alpha,
+ top.red, top.green, top.blue, top.alpha,
+ bottom.red, bottom.green, bottom.blue, bottom.alpha,
+ bottom.red, bottom.green, bottom.blue, bottom.alpha,
+ };
+ glColorPointer(4, GL_FLOAT, 0, colors);
+
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
+
+ glDisable(GL_COLOR_ARRAY);
+ glEnable(GL_TEXTURE_COORD_ARRAY);
+
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
}
float w = ellipse->size.x/2.0f;
float h = ellipse->size.y/2.0f;
- glBegin(GL_TRIANGLES);
-
+ static const int slices = 16;
+ static const int points = (slices+1) * 12;
+
+ float vertices[points * 2];
+ int p = 0;
+
// Bottom
- glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
- glVertex2f(0, SCREEN_HEIGHT);
- glVertex2f(x, y+h);
+ vertices[p++] = SCREEN_WIDTH; vertices[p++] = SCREEN_HEIGHT;
+ vertices[p++] = 0; vertices[p++] = SCREEN_HEIGHT;
+ vertices[p++] = x; vertices[p++] = y+h;
// Top
- glVertex2f(SCREEN_WIDTH, 0);
- glVertex2f(0, 0);
- glVertex2f(x, y-h);
+ vertices[p++] = SCREEN_WIDTH; vertices[p++] = 0;
+ vertices[p++] = 0; vertices[p++] = 0;
+ vertices[p++] = x; vertices[p++] = y-h;
// Left
- glVertex2f(SCREEN_WIDTH, 0);
- glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
- glVertex2f(x+w, y);
+ vertices[p++] = SCREEN_WIDTH; vertices[p++] = 0;
+ vertices[p++] = SCREEN_WIDTH; vertices[p++] = SCREEN_HEIGHT;
+ vertices[p++] = x+w; vertices[p++] = y;
// Right
- glVertex2f(0, 0);
- glVertex2f(0, SCREEN_HEIGHT);
- glVertex2f(x-w, y);
+ vertices[p++] = 0; vertices[p++] = 0;
+ vertices[p++] = 0; vertices[p++] = SCREEN_HEIGHT;
+ vertices[p++] = x-w; vertices[p++] = y;
- glEnd();
-
- int slices = 16;
for(int i = 0; i < slices; ++i)
{
float ex1 = sinf(M_PI/2 / slices * i) * w;
float ex2 = sinf(M_PI/2 / slices * (i+1)) * w;
float ey2 = cosf(M_PI/2 / slices * (i+1)) * h;
- glBegin(GL_TRIANGLES);
-
// Bottom/Right
- glVertex2f(SCREEN_WIDTH, SCREEN_HEIGHT);
- glVertex2f(x + ex1, y + ey1);
- glVertex2f(x + ex2, y + ey2);
+ vertices[p++] = SCREEN_WIDTH; vertices[p++] = SCREEN_HEIGHT;
+ vertices[p++] = x + ex1; vertices[p++] = y + ey1;
+ vertices[p++] = x + ex2; vertices[p++] = y + ey2;
// Top/Left
- glVertex2f(0, 0);
- glVertex2f(x - ex1, y - ey1);
- glVertex2f(x - ex2, y - ey2);
+ vertices[p++] = 0; vertices[p++] = 0;
+ vertices[p++] = x - ex1; vertices[p++] = y - ey1;
+ vertices[p++] = x - ex2; vertices[p++] = y - ey2;
// Top/Right
- glVertex2f(SCREEN_WIDTH, 0);
- glVertex2f(x + ex1, y - ey1);
- glVertex2f(x + ex2, y - ey2);
+ vertices[p++] = SCREEN_WIDTH; vertices[p++] = 0;
+ vertices[p++] = x + ex1; vertices[p++] = y - ey1;
+ vertices[p++] = x + ex2; vertices[p++] = y - ey2;
// Bottom/Left
- glVertex2f(0, SCREEN_HEIGHT);
- glVertex2f(x - ex1, y + ey1);
- glVertex2f(x - ex2, y + ey2);
-
- glEnd();
+ vertices[p++] = 0; vertices[p++] = SCREEN_HEIGHT;
+ vertices[p++] = x - ex1; vertices[p++] = y + ey1;
+ vertices[p++] = x - ex2; vertices[p++] = y + ey2;
}
+
+ glDisable(GL_TEXTURE_COORD_ARRAY);
+ glVertexPointer(2, GL_FLOAT, 0, vertices);
+
+ glDrawArrays(GL_TRIANGLES, 0, points);
+
+ glEnable(GL_TEXTURE_COORD_ARRAY);
+
glEnable(GL_TEXTURE_2D);
glColor4f(1, 1, 1, 1);
}
if (target_aspect > 1.0f)
{
- SCREEN_WIDTH = w * (target_aspect / desktop_aspect);
- SCREEN_HEIGHT = h;
+ SCREEN_WIDTH = static_cast<int> (w * (target_aspect / desktop_aspect));
+ SCREEN_HEIGHT = static_cast<int> (h);
}
else
{
- SCREEN_WIDTH = w;
- SCREEN_HEIGHT = h * (target_aspect / desktop_aspect);
+ SCREEN_WIDTH = static_cast<int> (w);
+ SCREEN_HEIGHT = static_cast<int> (h * (target_aspect / desktop_aspect));
}
- SCREEN_WIDTH /= config->magnification;
- SCREEN_HEIGHT /= config->magnification;
+ SCREEN_WIDTH = static_cast<int> ((float) SCREEN_WIDTH / config->magnification);
+ SCREEN_HEIGHT = static_cast<int> ((float) SCREEN_HEIGHT / config->magnification);
int max_width = 1600; // FIXME: Maybe 1920 is ok too
int max_height = 1200;
float scale1 = float(max_width)/SCREEN_WIDTH;
float scale2 = float(max_height)/SCREEN_HEIGHT;
float scale = scale1 < scale2 ? scale1 : scale2;
- SCREEN_WIDTH *= scale;
- SCREEN_HEIGHT *= scale;
+ SCREEN_WIDTH = static_cast<int> ((float) SCREEN_WIDTH * scale);
+ SCREEN_HEIGHT = static_cast<int> ((float) SCREEN_HEIGHT * scale);
}
glViewport(0, 0, w, h);
if (SCREEN_WIDTH > max_width)
{
- nw *= float(max_width)/SCREEN_WIDTH;
- SCREEN_WIDTH = max_width;
+ nw = static_cast<int> ((float) nw * float(max_width)/SCREEN_WIDTH);
+ SCREEN_WIDTH = static_cast<int> (max_width);
}
if (SCREEN_HEIGHT > max_height)
{
- nh *= float(max_height)/SCREEN_HEIGHT;
- SCREEN_HEIGHT = max_height;
+ nh = static_cast<int> ((float) nh * float(max_height)/SCREEN_HEIGHT);
+ SCREEN_HEIGHT = static_cast<int> (max_height);
}
glClear(GL_COLOR_BUFFER_BIT);