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-rw-r--r--src/render/mobileopengl2graphics.cpp168
1 files changed, 93 insertions, 75 deletions
diff --git a/src/render/mobileopengl2graphics.cpp b/src/render/mobileopengl2graphics.cpp
index 41c944d86..90c145240 100644
--- a/src/render/mobileopengl2graphics.cpp
+++ b/src/render/mobileopengl2graphics.cpp
@@ -75,6 +75,8 @@
var[vp + 22] = x2; \
var[vp + 23] = y2;
+#define toGL static_cast<GLfloat>
+
GLuint MobileOpenGL2Graphics::mTextureBinded = 0U;
GLuint MobileOpenGL2Graphics::mTextureSizeUniform = 0U;
int MobileOpenGL2Graphics::mTextureWidth = 1;
@@ -184,9 +186,7 @@ void MobileOpenGL2Graphics::postInit()
mglUniform1f(mTextureColorUniform, 1.0f);
- //mglBindVertexBuffer(0, mVbo, 0, 4 * sizeof(GLfloat));
-
- mglVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
+ mglVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
mglEnableVertexAttribArray(0);
mAttributesBinded = mVbo;
@@ -266,13 +266,17 @@ void MobileOpenGL2Graphics::drawQuad(const int srcX, const int srcY,
const GLfloat texY2 = srcY + height;
const GLfloat x2 = dstX + width;
const GLfloat y2 = dstY + height;
+ const GLfloat srcX2 = toGL(srcX);
+ const GLfloat srcY2 = toGL(srcY);
+ const GLfloat dstX2 = toGL(dstX);
+ const GLfloat dstY2 = toGL(dstY);
GLfloat vertices[] =
{
- dstX, dstY, srcX, srcY,
- x2, dstY, texX2, srcY,
- dstX, y2, srcX, texY2,
- x2, y2, texX2, texY2
+ dstX2, dstY2, srcX2, srcY2,
+ x2, dstY2, texX2, srcY2,
+ dstX2, y2, srcX2, texY2,
+ x2, y2, texX2, texY2
};
mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
@@ -293,13 +297,17 @@ void MobileOpenGL2Graphics::drawRescaledQuad(const int srcX, const int srcY,
const GLfloat texY2 = srcY + height;
const GLfloat x2 = dstX + desiredWidth;
const GLfloat y2 = dstY + desiredHeight;
+ const GLfloat srcX2 = toGL(srcX);
+ const GLfloat srcY2 = toGL(srcY);
+ const GLfloat dstX2 = toGL(dstX);
+ const GLfloat dstY2 = toGL(dstY);
GLfloat vertices[] =
{
- dstX, dstY, srcX, srcY,
- x2, dstY, texX2, srcY,
- dstX, y2, srcX, texY2,
- x2, y2, texX2, texY2
+ dstX2, dstY2, srcX2, srcY2,
+ x2, dstY2, texX2, srcY2,
+ dstX2, y2, srcX2, texY2,
+ x2, y2, texX2, texY2
};
mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
@@ -437,14 +445,16 @@ void MobileOpenGL2Graphics::drawPatternInline(const Image *const image,
return;
const SDL_Rect &imageRect = image->mBounds;
- const int srcX = imageRect.x;
- const int srcY = imageRect.y;
const int iw = imageRect.w;
const int ih = imageRect.h;
if (iw == 0 || ih == 0)
return;
+ const int srcX = imageRect.x;
+ const int srcY = imageRect.y;
+ const GLfloat srcX2 = toGL(srcX);
+ const GLfloat srcY2 = toGL(srcY);
const ClipRect &clipArea = mClipStack.top();
const int x2 = x + clipArea.xOffset;
const int y2 = y + clipArea.yOffset;
@@ -464,18 +474,17 @@ void MobileOpenGL2Graphics::drawPatternInline(const Image *const image,
for (int py = 0; py < h; py += ih)
{
const int height = (py + ih >= h) ? h - py : ih;
- const int texY2 = srcY + height;
- const int dstY = y2 + py;
+ const GLfloat texY2 = srcY + height;
+ const GLfloat dstY = y2 + py;
for (int px = 0; px < w; px += iw)
{
const int width = (px + iw >= w) ? w - px : iw;
- const int dstX = x2 + px;
-
- const int texX2 = srcX + width;
+ const GLfloat dstX = x2 + px;
+ const GLfloat texX2 = srcX + width;
vertFill2D(mFloatArray,
- srcX, srcY, texX2, texY2,
- dstX, dstY, width, height);
+ srcX2, srcY2, texX2, texY2,
+ dstX, dstY, width, height);
vp += 24;
if (vp >= vLimit)
@@ -502,13 +511,16 @@ void MobileOpenGL2Graphics::drawRescaledPattern(const Image *const image,
return;
const SDL_Rect &imageRect = image->mBounds;
- const int srcX = imageRect.x;
- const int srcY = imageRect.y;
const int iw = imageRect.w;
const int ih = imageRect.h;
if (iw == 0 || ih == 0)
return;
+ const int srcX = imageRect.x;
+ const int srcY = imageRect.y;
+ const GLfloat srcX2 = toGL(srcX);
+ const GLfloat srcY2 = toGL(srcY);
+
#ifdef DEBUG_BIND_TEXTURE
debugBindTexture(image);
#endif
@@ -532,18 +544,18 @@ void MobileOpenGL2Graphics::drawRescaledPattern(const Image *const image,
{
const int height = (py + scaledHeight >= h)
? h - py : scaledHeight;
- const int dstY = y2 + py;
- const int scaledY = srcY + height / scaleFactorH;
+ const GLfloat dstY = y2 + py;
+ const GLfloat scaledY = srcY + height / scaleFactorH;
for (int px = 0; px < w; px += scaledWidth)
{
const int width = (px + scaledWidth >= w)
? w - px : scaledWidth;
const int dstX = x2 + px;
- const int scaledX = srcX + width / scaleFactorW;
+ const GLfloat scaledX = srcX + width / scaleFactorW;
vertFill2D(mFloatArray,
- srcX, srcY, scaledX, scaledY,
- dstX, dstY, width, height);
+ srcX2, srcY2, scaledX, scaledY,
+ dstX, dstY, width, height);
vp += 24;
if (vp >= vLimit)
@@ -595,14 +607,17 @@ void MobileOpenGL2Graphics::calcPatternInline(ImageVertexes *const vert,
return;
const SDL_Rect &imageRect = image->mBounds;
- const int srcX = imageRect.x;
- const int srcY = imageRect.y;
const int iw = imageRect.w;
const int ih = imageRect.h;
if (iw == 0 || ih == 0)
return;
+ const int srcX = imageRect.x;
+ const int srcY = imageRect.y;
+ const GLfloat srcX2 = toGL(srcX);
+ const GLfloat srcY2 = toGL(srcY);
+
const ClipRect &clipArea = mClipStack.top();
const int x2 = x + clipArea.xOffset;
const int y2 = y + clipArea.yOffset;
@@ -616,18 +631,18 @@ void MobileOpenGL2Graphics::calcPatternInline(ImageVertexes *const vert,
for (int py = 0; py < h; py += ih)
{
- const int height = (py + ih >= h) ? h - py : ih;
- const int dstY = y2 + py;
- const int texY2 = srcY + height;
+ const GLfloat height = (py + ih >= h) ? h - py : ih;
+ const GLfloat dstY = y2 + py;
+ const GLfloat texY2 = srcY + height;
for (int px = 0; px < w; px += iw)
{
- const int width = (px + iw >= w) ? w - px : iw;
- const int dstX = x2 + px;
- const int texX2 = srcX + width;
+ const GLfloat width = (px + iw >= w) ? w - px : iw;
+ const GLfloat dstX = x2 + px;
+ const GLfloat texX2 = srcX2 + width;
vertFill2D(floatArray,
- srcX, srcY, texX2, texY2,
- dstX, dstY, width, height);
+ srcX2, srcY2, texX2, texY2,
+ dstX, dstY, width, height);
vp += 24;
if (vp >= vLimit)
@@ -723,17 +738,20 @@ void MobileOpenGL2Graphics::calcTileVertexesInline(ImageVertexes *const vert,
return;
const SDL_Rect &imageRect = image->mBounds;
- const int srcX = imageRect.x;
- const int srcY = imageRect.y;
const int w = imageRect.w;
const int h = imageRect.h;
if (w == 0 || h == 0)
return;
+ const int srcX = imageRect.x;
+ const int srcY = imageRect.y;
+ const GLfloat srcX2 = toGL(srcX);
+ const GLfloat srcY2 = toGL(srcY);
+
const ClipRect &clipArea = mClipStack.top();
- const int x2 = dstX + clipArea.xOffset;
- const int y2 = dstY + clipArea.yOffset;
+ const GLfloat x2 = dstX + clipArea.xOffset;
+ const GLfloat y2 = dstY + clipArea.yOffset;
const unsigned int vLimit = mMaxVertices * 4;
@@ -741,14 +759,14 @@ void MobileOpenGL2Graphics::calcTileVertexesInline(ImageVertexes *const vert,
unsigned int vp = ogl.continueVp();
- int texX2 = srcX + w;
- int texY2 = srcY + h;
+ GLfloat texX2 = srcX + w;
+ GLfloat texY2 = srcY + h;
GLfloat *const floatArray = ogl.continueFloatTexArray();
vertFill2D(floatArray,
- srcX, srcY, texX2, texY2,
- x2, y2, w, h);
+ srcX2, srcY2, texX2, texY2,
+ x2, y2, w, h);
vp += 24;
if (vp >= vLimit)
@@ -930,7 +948,7 @@ void MobileOpenGL2Graphics::drawPoint(int x, int y)
const ClipRect &clipArea = mClipStack.top();
GLfloat vertices[] =
{
- x + clipArea.xOffset, y + clipArea.yOffset, 0, 0
+ toGL(x + clipArea.xOffset), toGL(y + clipArea.yOffset), 0.0f, 0.0f
};
mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
vertices, GL_STREAM_DRAW);
@@ -947,8 +965,8 @@ void MobileOpenGL2Graphics::drawLine(int x1, int y1, int x2, int y2)
const ClipRect &clipArea = mClipStack.top();
GLfloat vertices[] =
{
- x1 + clipArea.xOffset, y1 + clipArea.yOffset, 0, 0,
- x2 + clipArea.xOffset, y2 + clipArea.yOffset, 0, 0
+ toGL(x1 + clipArea.xOffset), toGL(y1 + clipArea.yOffset), 0.0f, 0.0f,
+ toGL(x2 + clipArea.xOffset), toGL(y2 + clipArea.yOffset), 0.0f, 0.0f
};
mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
vertices, GL_STREAM_DRAW);
@@ -963,16 +981,16 @@ void MobileOpenGL2Graphics::drawRectangle(const Rect& rect)
setTexturingAndBlending(false);
bindArrayBufferAndAttributes(mVbo);
const ClipRect &clipArea = mClipStack.top();
- const int x1 = rect.x + clipArea.xOffset;
- const int y1 = rect.y + clipArea.yOffset;
- const int x2 = x1 + rect.width;
- const int y2 = y1 + rect.height;
+ const GLfloat x1 = rect.x + clipArea.xOffset;
+ const GLfloat y1 = rect.y + clipArea.yOffset;
+ const GLfloat x2 = x1 + rect.width;
+ const GLfloat y2 = y1 + rect.height;
GLfloat vertices[] =
{
- x1, y1, 0, 0,
- x1, y2, 0, 0,
- x2, y2, 0, 0,
- x2, y1, 0, 0
+ x1, y1, 0.0f, 0.0f,
+ x1, y2, 0.0f, 0.0f,
+ x2, y2, 0.0f, 0.0f,
+ x2, y1, 0.0f, 0.0f
};
mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
@@ -988,16 +1006,16 @@ void MobileOpenGL2Graphics::fillRectangle(const Rect& rect)
setTexturingAndBlending(false);
bindArrayBufferAndAttributes(mVbo);
const ClipRect &clipArea = mClipStack.top();
- const int x1 = rect.x + clipArea.xOffset;
- const int y1 = rect.y + clipArea.yOffset;
- const int x2 = x1 + rect.width;
- const int y2 = y1 + rect.height;
+ const GLfloat x1 = rect.x + clipArea.xOffset;
+ const GLfloat y1 = rect.y + clipArea.yOffset;
+ const GLfloat x2 = x1 + rect.width;
+ const GLfloat y2 = y1 + rect.height;
GLfloat vertices[] =
{
- x1, y1, 0, 0,
- x2, y1, 0, 0,
- x1, y2, 0, 0,
- x2, y2, 0, 0
+ x1, y1, 0.0f, 0.0f,
+ x2, y1, 0.0f, 0.0f,
+ x1, y2, 0.0f, 0.0f,
+ x2, y2, 0.0f, 0.0f
};
mglBufferData(GL_ARRAY_BUFFER, sizeof(vertices),
@@ -1069,14 +1087,14 @@ void MobileOpenGL2Graphics::drawNet(const int x1, const int y1,
for (int y = y1; y < y2; y += height)
{
mFloatArray[vp + 0] = xs1;
- mFloatArray[vp + 1] = y;
- mFloatArray[vp + 2] = 0;
- mFloatArray[vp + 3] = 0;
+ mFloatArray[vp + 1] = toGL(y);
+ mFloatArray[vp + 2] = 0.0f;
+ mFloatArray[vp + 3] = 0.0f;
mFloatArray[vp + 4] = xs2;
- mFloatArray[vp + 5] = y;
- mFloatArray[vp + 6] = 0;
- mFloatArray[vp + 7] = 0;
+ mFloatArray[vp + 5] = toGL(y);
+ mFloatArray[vp + 6] = 0.0f;
+ mFloatArray[vp + 7] = 0.0f;
vp += 8;
if (vp >= vLimit)
@@ -1088,12 +1106,12 @@ void MobileOpenGL2Graphics::drawNet(const int x1, const int y1,
for (int x = x1; x < x2; x += width)
{
- mFloatArray[vp + 0] = x;
+ mFloatArray[vp + 0] = toGL(x);
mFloatArray[vp + 1] = ys1;
mFloatArray[vp + 2] = 0.0f;
mFloatArray[vp + 3] = 0.0f;
- mFloatArray[vp + 4] = x;
+ mFloatArray[vp + 4] = toGL(x);
mFloatArray[vp + 5] = ys2;
mFloatArray[vp + 6] = 0.0f;
mFloatArray[vp + 7] = 0.0f;
@@ -1170,12 +1188,12 @@ void MobileOpenGL2Graphics::bindArrayBufferAndAttributes(const GLuint vbo)
mglBindBuffer(GL_ARRAY_BUFFER, vbo);
mAttributesBinded = mVboBinded;
- mglVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
+ mglVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
}
else if (mAttributesBinded != mVboBinded)
{
mAttributesBinded = mVboBinded;
- mglVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
+ mglVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
}
}
@@ -1184,7 +1202,7 @@ void MobileOpenGL2Graphics::bindAttributes()
if (mAttributesBinded != mVboBinded)
{
mAttributesBinded = mVboBinded;
- mglVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, 0);
+ mglVertexAttribPointer(0, 4, GL_FLOAT, GL_FALSE, 0, nullptr);
}
}