opengl: Build out full GL_LINES and respect the diamond-exit rule. Likewise for the GLES1 and GLES2 renderers. This solves the missing pixel at the end of a line and removes all the heuristics for various platforms/drivers. It's possible we could still use GL_LINE_STRIP with this and save some vertex buffer space, assuming this doesn't upset some driver somewhere, but this seems to be a clean fix that makes the GL renderers match the software renderer output. Diamond-exit rule explanation: http://graphics-software-engineer.blogspot.com/2012/04/rasterization-rules.html Fixes Bugzilla #3182.
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diff --git a/src/render/opengl/SDL_render_gl.c b/src/render/opengl/SDL_render_gl.c
index 133a20b..41b26df 100644
--- a/src/render/opengl/SDL_render_gl.c
+++ b/src/render/opengl/SDL_render_gl.c
@@ -866,6 +866,60 @@ GL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FP
}
static int
+GL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
+{
+ GLfloat *verts;
+ int i;
+
+ SDL_assert(count >= 2); /* should have been checked at the higher level. */
+
+ verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, (count-1) * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
+ if (!verts) {
+ return -1;
+ }
+
+ cmd->data.draw.count = count;
+
+ /* GL_LINE_STRIP seems to be unreliable on various drivers, so try
+ to build out our own GL_LINES. :(
+ 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. */
+
+ for (i = 0; i < count-1; i++, points++) {
+ GLfloat xstart = 0.5f + points[0].x; /* 0.5f to get to the center of the pixel. */
+ GLfloat ystart = 0.5f + points[0].y;
+ GLfloat xend = 0.5f + points[1].x;
+ GLfloat yend = 0.5f + points[1].y;
+
+ if (xstart == xend) { /* vertical line */
+ if (yend > ystart) {
+ yend += 1.0f;
+ } else {
+ ystart += 1.0f;
+ }
+ } else if (ystart == yend) { /* horizontal line */
+ if (xend > xstart) {
+ xend += 1.0f;
+ } else {
+ xstart += 1.0f;
+ }
+ }
+
+ *(verts++) = xstart;
+ *(verts++) = ystart;
+ *(verts++) = xend;
+ *(verts++) = yend;
+ }
+
+ return 0;
+}
+
+static int
GL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
@@ -1228,59 +1282,14 @@ GL_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertic
case SDL_RENDERCMD_DRAW_LINES: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const size_t count = cmd->data.draw.count;
+ SDL_assert(count >= 2);
SetDrawState(data, cmd, SHADER_SOLID);
- if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
- data->glBegin(GL_LINE_LOOP);
- /* GL_LINE_LOOP takes care of the final segment */
- for (i = 1; i < count; ++i, verts += 2) {
- data->glVertex2f(verts[0], verts[1]);
- }
- data->glEnd();
- } else {
- #if defined(__MACOSX__) || defined(__WIN32__)
- #else
- int x1, y1, x2, y2;
- #endif
-
- data->glBegin(GL_LINE_STRIP);
- for (i = 0; i < count; ++i, verts += 2) {
- data->glVertex2f(verts[0], verts[1]);
- }
- data->glEnd();
- verts -= 2 * count;
-
- /* The line is half open, so we need one more point to complete it.
- * http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
- * If we have to, we can use vertical line and horizontal line textures
- * for vertical and horizontal lines, and then create custom textures
- * for diagonal lines and software render those. It's terrible, but at
- * least it would be pixel perfect.
- */
-
- data->glBegin(GL_POINTS);
- #if defined(__MACOSX__) || defined(__WIN32__)
- /* Mac OS X and Windows seem to always leave the last point open */
- data->glVertex2f(verts[(count-1)*2], verts[(count*2)-1]);
- #else
- /* Linux seems to leave the right-most or bottom-most point open */
- x1 = verts[0];
- y1 = verts[1];
- x2 = verts[(count-1)*2];
- y2 = verts[(count*2)-1];
-
- if (x1 > x2) {
- data->glVertex2f(x1, y1);
- } else if (x2 > x1) {
- data->glVertex2f(x2, y2);
- }
- if (y1 > y2) {
- data->glVertex2f(x1, y1);
- } else if (y2 > y1) {
- data->glVertex2f(x2, y2);
- }
- #endif
- data->glEnd();
+ data->glBegin(GL_LINES);
+ for (i = 0; i < count-1; ++i, verts += 4) {
+ data->glVertex2f(verts[0], verts[1]);
+ data->glVertex2f(verts[2], verts[3]);
}
+ data->glEnd();
break;
}
@@ -1619,7 +1628,7 @@ GL_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueSetViewport = GL_QueueSetViewport;
renderer->QueueSetDrawColor = GL_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = GL_QueueDrawPoints;
- renderer->QueueDrawLines = GL_QueueDrawPoints; /* lines and points queue vertices the same way. */
+ renderer->QueueDrawLines = GL_QueueDrawLines;
renderer->QueueFillRects = GL_QueueFillRects;
renderer->QueueCopy = GL_QueueCopy;
renderer->QueueCopyEx = GL_QueueCopyEx;
diff --git a/src/render/opengles/SDL_render_gles.c b/src/render/opengles/SDL_render_gles.c
index 7f98092..2f32614 100644
--- a/src/render/opengles/SDL_render_gles.c
+++ b/src/render/opengles/SDL_render_gles.c
@@ -561,6 +561,60 @@ GLES_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
}
static int
+GLES_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
+{
+ GLfloat *verts;
+ int i;
+
+ SDL_assert(count >= 2); /* should have been checked at the higher level. */
+
+ verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, (count-1) * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
+ if (!verts) {
+ return -1;
+ }
+
+ cmd->data.draw.count = count;
+
+ /* GL_LINE_STRIP seems to be unreliable on various drivers, so try
+ to build out our own GL_LINES. :(
+ 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. */
+
+ for (i = 0; i < count-1; i++, points++) {
+ GLfloat xstart = 0.5f + points[0].x; /* 0.5f to get to the center of the pixel. */
+ GLfloat ystart = 0.5f + points[0].y;
+ GLfloat xend = 0.5f + points[1].x;
+ GLfloat yend = 0.5f + points[1].y;
+
+ if (xstart == xend) { /* vertical line */
+ if (yend > ystart) {
+ yend += 1.0f;
+ } else {
+ ystart += 1.0f;
+ }
+ } else if (ystart == yend) { /* horizontal line */
+ if (xend > xstart) {
+ xend += 1.0f;
+ } else {
+ xstart += 1.0f;
+ }
+ }
+
+ *(verts++) = xstart;
+ *(verts++) = ystart;
+ *(verts++) = xend;
+ *(verts++) = yend;
+ }
+
+ return 0;
+}
+
+static int
GLES_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
@@ -900,16 +954,10 @@ GLES_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vert
case SDL_RENDERCMD_DRAW_LINES: {
const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const size_t count = cmd->data.draw.count;
+ SDL_assert(count >= 2);
SetDrawState(data, cmd);
data->glVertexPointer(2, GL_FLOAT, 0, verts);
- if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
- /* GL_LINE_LOOP takes care of the final segment */
- data->glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) (count - 1));
- } else {
- data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
- /* We need to close the endpoint of the line */
- data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1);
- }
+ data->glDrawArrays(GL_LINES, 0, (GLsizei) ((count-1) * 2));
break;
}
@@ -1158,7 +1206,7 @@ GLES_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueSetViewport = GLES_QueueSetViewport;
renderer->QueueSetDrawColor = GLES_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = GLES_QueueDrawPoints;
- renderer->QueueDrawLines = GLES_QueueDrawPoints; /* lines and points queue vertices the same way. */
+ renderer->QueueDrawLines = GLES_QueueDrawLines;
renderer->QueueFillRects = GLES_QueueFillRects;
renderer->QueueCopy = GLES_QueueCopy;
renderer->QueueCopyEx = GLES_QueueCopyEx;
diff --git a/src/render/opengles2/SDL_render_gles2.c b/src/render/opengles2/SDL_render_gles2.c
index fb83c87..0a432e0 100644
--- a/src/render/opengles2/SDL_render_gles2.c
+++ b/src/render/opengles2/SDL_render_gles2.c
@@ -784,6 +784,60 @@ GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
}
static int
+GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
+{
+ GLfloat *verts;
+ int i;
+
+ SDL_assert(count >= 2); /* should have been checked at the higher level. */
+
+ verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, (count-1) * 4 * sizeof (GLfloat), 0, &cmd->data.draw.first);
+ if (!verts) {
+ return -1;
+ }
+
+ cmd->data.draw.count = count;
+
+ /* GL_LINE_STRIP seems to be unreliable on various drivers, so try
+ to build out our own GL_LINES. :(
+ 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. */
+
+ for (i = 0; i < count-1; i++, points++) {
+ GLfloat xstart = 0.5f + points[0].x; /* 0.5f to get to the center of the pixel. */
+ GLfloat ystart = 0.5f + points[0].y;
+ GLfloat xend = 0.5f + points[1].x;
+ GLfloat yend = 0.5f + points[1].y;
+
+ if (xstart == xend) { /* vertical line */
+ if (yend > ystart) {
+ yend += 1.0f;
+ } else {
+ ystart += 1.0f;
+ }
+ } else if (ystart == yend) { /* horizontal line */
+ if (xend > xstart) {
+ xend += 1.0f;
+ } else {
+ xstart += 1.0f;
+ }
+ }
+
+ *(verts++) = xstart;
+ *(verts++) = ystart;
+ *(verts++) = xend;
+ *(verts++) = yend;
+ }
+
+ return 0;
+}
+
+static int
GLES2_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, count * 8 * sizeof (GLfloat), 0, &cmd->data.draw.first);
@@ -1294,17 +1348,10 @@ GLES2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *ver
}
case SDL_RENDERCMD_DRAW_LINES: {
- const GLfloat *verts = (GLfloat *) (((Uint8 *) vertices) + cmd->data.draw.first);
const size_t count = cmd->data.draw.count;
+ SDL_assert(count >= 2);
if (SetDrawState(data, cmd, GLES2_IMAGESOURCE_SOLID) == 0) {
- if (count > 2 && (verts[0] == verts[(count-1)*2]) && (verts[1] == verts[(count*2)-1])) {
- /* GL_LINE_LOOP takes care of the final segment */
- data->glDrawArrays(GL_LINE_LOOP, 0, (GLsizei) (count - 1));
- } else {
- data->glDrawArrays(GL_LINE_STRIP, 0, (GLsizei) count);
- /* We need to close the endpoint of the line */
- data->glDrawArrays(GL_POINTS, (GLsizei) (count - 1), 1);
- }
+ data->glDrawArrays(GL_LINES, 0, (GLsizei) ((count-1) * 2));
}
break;
}
@@ -2099,7 +2146,7 @@ GLES2_CreateRenderer(SDL_Window *window, Uint32 flags)
renderer->QueueSetViewport = GLES2_QueueSetViewport;
renderer->QueueSetDrawColor = GLES2_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = GLES2_QueueDrawPoints;
- renderer->QueueDrawLines = GLES2_QueueDrawPoints; /* lines and points queue vertices the same way. */
+ renderer->QueueDrawLines = GLES2_QueueDrawLines;
renderer->QueueFillRects = GLES2_QueueFillRects;
renderer->QueueCopy = GLES2_QueueCopy;
renderer->QueueCopyEx = GLES2_QueueCopyEx;