mirror of
https://github.com/Ryujinx/SDL.git
synced 2024-12-23 13:25:33 +00:00
opengl: Make diagonal lines match the software renderer.
OpenGL leaves the final line segment open, SDL's software renderer does not, so we need a tiny bit of trigonometry here to move one more pixel in the right direction.
This commit is contained in:
parent
da49f79500
commit
0e4ce84801
|
@ -865,15 +865,8 @@ GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPo
|
|||
*(verts++) = 0.5f + points[i].y;
|
||||
}
|
||||
|
||||
/* If the line segment is completely horizontal or vertical,
|
||||
make it one pixel longer, to satisfy the diamond-exit rule.
|
||||
We should probably do this for diagonal lines too, but we'd have to
|
||||
do some trigonometry to figure out the correct pixel and generally
|
||||
when we have problems with pixel perfection, it's for straight lines
|
||||
that are missing a pixel that frames something and not arbitrary
|
||||
angles. Maybe !!! FIXME for later, though. */
|
||||
|
||||
/* update the last line. */
|
||||
/* Make the last line segment one pixel longer, to satisfy the
|
||||
diamond-exit rule. */
|
||||
verts -= 4;
|
||||
{
|
||||
const GLfloat xstart = verts[0];
|
||||
|
@ -885,6 +878,12 @@ GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPo
|
|||
verts[2] += (xend > xstart) ? 1.0f : -1.0f;
|
||||
} else if (xstart == xend) { /* vertical line */
|
||||
verts[3] += (yend > ystart) ? 1.0f : -1.0f;
|
||||
} else { /* bump a pixel in the direction we are moving in. */
|
||||
const GLfloat deltax = xend - xstart;
|
||||
const GLfloat deltay = yend - ystart;
|
||||
const GLfloat angle = SDL_atan2f(deltay, deltax);
|
||||
verts[2] += SDL_cosf(angle);
|
||||
verts[3] += SDL_sinf(angle);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -578,15 +578,8 @@ GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
|
|||
*(verts++) = 0.5f + points[i].y;
|
||||
}
|
||||
|
||||
/* If the line segment is completely horizontal or vertical,
|
||||
make it one pixel longer, to satisfy the diamond-exit rule.
|
||||
We should probably do this for diagonal lines too, but we'd have to
|
||||
do some trigonometry to figure out the correct pixel and generally
|
||||
when we have problems with pixel perfection, it's for straight lines
|
||||
that are missing a pixel that frames something and not arbitrary
|
||||
angles. Maybe !!! FIXME for later, though. */
|
||||
|
||||
/* update the last line. */
|
||||
/* Make the last line segment one pixel longer, to satisfy the
|
||||
diamond-exit rule. */
|
||||
verts -= 4;
|
||||
{
|
||||
const GLfloat xstart = verts[0];
|
||||
|
@ -598,6 +591,12 @@ GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
|
|||
verts[2] += (xend > xstart) ? 1.0f : -1.0f;
|
||||
} else if (xstart == xend) { /* vertical line */
|
||||
verts[3] += (yend > ystart) ? 1.0f : -1.0f;
|
||||
} else { /* bump a pixel in the direction we are moving in. */
|
||||
const GLfloat deltax = xend - xstart;
|
||||
const GLfloat deltay = yend - ystart;
|
||||
const GLfloat angle = SDL_atan2f(deltay, deltax);
|
||||
verts[2] += SDL_cosf(angle);
|
||||
verts[3] += SDL_sinf(angle);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -800,15 +800,8 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
|
|||
*(verts++) = 0.5f + points[i].y;
|
||||
}
|
||||
|
||||
/* If the line segment is completely horizontal or vertical,
|
||||
make it one pixel longer, to satisfy the diamond-exit rule.
|
||||
We should probably do this for diagonal lines too, but we'd have to
|
||||
do some trigonometry to figure out the correct pixel and generally
|
||||
when we have problems with pixel perfection, it's for straight lines
|
||||
that are missing a pixel that frames something and not arbitrary
|
||||
angles. Maybe !!! FIXME for later, though. */
|
||||
|
||||
/* update the last line. */
|
||||
/* Make the last line segment one pixel longer, to satisfy the
|
||||
diamond-exit rule. */
|
||||
verts -= 4;
|
||||
{
|
||||
const GLfloat xstart = verts[0];
|
||||
|
@ -820,6 +813,12 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
|
|||
verts[2] += (xend > xstart) ? 1.0f : -1.0f;
|
||||
} else if (xstart == xend) { /* vertical line */
|
||||
verts[3] += (yend > ystart) ? 1.0f : -1.0f;
|
||||
} else { /* bump a pixel in the direction we are moving in. */
|
||||
const GLfloat deltax = xend - xstart;
|
||||
const GLfloat deltay = yend - ystart;
|
||||
const GLfloat angle = SDL_atan2f(deltay, deltax);
|
||||
verts[2] += SDL_cosf(angle);
|
||||
verts[3] += SDL_sinf(angle);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in a new issue