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#if !defined(HAVE_GLES2)
#include <GL/glew.h>
#else
#include <GLES2/gl2.h>
#endif
#include <stdlib.h>
#include "graphics.h"
#include "allfiles.h"
extern int sceneWidth, sceneHeight;
extern GLuint backdropTextureName;
void drawLine(int x1, int y1, int x2, int y2) {
int x, y;
bool backwards = false;
if (x1 < 0) x1 = 0;
if (y1 < 0) y1 = 0;
if (x2 < 0) x2 = 0;
if (y2 < 0) y2 = 0;
if (x1 > sceneWidth) x1 = sceneWidth - 1;
if (x2 > sceneWidth) x2 = sceneWidth - 1;
if (y1 > sceneHeight) y1 = sceneHeight - 1;
if (y2 > sceneHeight) y2 = sceneHeight - 1;
if (x1 > x2) {
x = x2;
backwards = !backwards;
} else x = x1;
if (y1 > y2) {
y = y2;
backwards = !backwards;
} else y = y1;
int diffX = abs(x2-x1);
int diffY = abs(y2-y1);
if (! diffX) {
diffX = 1;
if (x == sceneWidth - 1) x = sceneWidth -2;
}
if (! diffY) {
diffY = 1;
if (y == sceneHeight - 1) y = sceneHeight -2;
}
setPixelCoords (true);
glLineWidth (2.0);
int xoffset = 0;
while (xoffset < diffX) {
int w = (diffX-xoffset < viewportWidth) ? diffX-xoffset : viewportWidth;
int yoffset = 0;
while (yoffset < diffY) {
int h = (diffY-yoffset < viewportHeight) ? diffY-yoffset : viewportHeight;
// Render the scene - first the old backdrop
glBindTexture (GL_TEXTURE_2D, backdropTextureName);
//glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
const GLfloat vertices[] = {
(GLfloat)-x-xoffset, (GLfloat)1-y-yoffset, 0.,
(GLfloat)sceneWidth-x-xoffset, (GLfloat)1-y-yoffset, 0.,
(GLfloat)-x-xoffset, (GLfloat)sceneHeight-y-yoffset, 0.,
(GLfloat)sceneWidth-x-xoffset, (GLfloat)sceneHeight-y-yoffset, 0.
};
const GLfloat texCoords[] = {
0.0f, 0.0f,
backdropTexW, 0.0f,
0.0f, backdropTexH,
backdropTexW, backdropTexH
};
glUseProgram(shader.texture);
setPMVMatrix(shader.texture);
drawQuad(shader.texture, vertices, 1, texCoords);
// Then the line
//FIXME:Removing the lines doesn't work, but also didn't work properly before.
GLint xo1=-xoffset, xo2=-xoffset;
if (! backwards) {
xo2 += diffX;
} else {
xo1 += diffX;
}
const GLint lineVertices[] = {
xo1, -yoffset, 0,
xo2, -yoffset+diffY, 0,
};
glUseProgram(shader.color);
setPMVMatrix(shader.color);
glUniform4f(glGetUniformLocation(shader.color, "myColor"), 0.0f, 0.0f, 0.0f, 1.0f);
int vertexLoc = glGetAttribLocation(shader.color, "myVertex");
glEnableVertexAttribArray(vertexLoc);
glVertexAttribPointer(vertexLoc, 3, GL_INT, GL_FALSE, 0, lineVertices);
glDrawArrays(GL_LINES, 0, 2);
glDisableVertexAttribArray(vertexLoc);
glUseProgram(0);
// Copy Our ViewPort To The Texture
copyTexSubImage2D(GL_TEXTURE_2D, 0, x+xoffset, y+yoffset, viewportOffsetX, viewportOffsetY, w, h, backdropTextureName);
yoffset += viewportHeight;
}
xoffset += viewportWidth;
}
setPixelCoords (false);
}
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