Added SDL_RenderClear() as a fast method of clearing the screen to the drawing color.

Renamed SDL_RenderPoint() and SDL_RenderLine() to SDL_RenderDrawPoint() and SDL_RenderDrawLine().
Added API for rectangle drawing (as opposed to filling)
Added placeholder API functions for circles and ellipses ... I'm not sure whether these will stay.
Optimized software line drawing quite a bit.
Added support for Wu's anti-aliased line drawing, currently disabled by default.

--HG--
extra : convert_revision : svn%3Ac70aab31-4412-0410-b14c-859654838e24/trunk%404346
This commit is contained in:
Sam Lantinga 2009-12-23 01:55:00 +00:00
parent d45158ea85
commit 6da163ab81
24 changed files with 1685 additions and 549 deletions

View file

@ -59,12 +59,14 @@ static int SW_LockTexture(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * rect, int markDirty, void **pixels,
int *pitch);
static void SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture);
static int SW_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count);
static int SW_RenderLines(SDL_Renderer * renderer, const SDL_Point * points,
int count);
static int SW_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count);
static int SW_RenderDrawPoints(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int SW_RenderDrawLines(SDL_Renderer * renderer,
const SDL_Point * points, int count);
static int SW_RenderDrawRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
static int SW_RenderFillRects(SDL_Renderer * renderer,
const SDL_Rect ** rects, int count);
static int SW_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const SDL_Rect * srcrect, const SDL_Rect * dstrect);
static int SW_RenderReadPixels(SDL_Renderer * renderer, const SDL_Rect * rect,
@ -230,9 +232,10 @@ SW_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->ActivateRenderer = SW_ActivateRenderer;
renderer->DisplayModeChanged = SW_DisplayModeChanged;
renderer->RenderPoints = SW_RenderPoints;
renderer->RenderLines = SW_RenderLines;
renderer->RenderRects = SW_RenderRects;
renderer->RenderDrawPoints = SW_RenderDrawPoints;
renderer->RenderDrawLines = SW_RenderDrawLines;
renderer->RenderDrawRects = SW_RenderDrawRects;
renderer->RenderFillRects = SW_RenderFillRects;
renderer->RenderCopy = SW_RenderCopy;
renderer->RenderReadPixels = SW_RenderReadPixels;
renderer->RenderWritePixels = SW_RenderWritePixels;
@ -539,7 +542,8 @@ SW_UnlockTexture(SDL_Renderer * renderer, SDL_Texture * texture)
}
static int
SW_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points, int count)
SW_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture[data->current_texture];
@ -602,7 +606,8 @@ SW_RenderPoints(SDL_Renderer * renderer, const SDL_Point * points, int count)
}
static int
SW_RenderLines(SDL_Renderer * renderer, const SDL_Point * points, int count)
SW_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture[data->current_texture];
@ -670,7 +675,65 @@ SW_RenderLines(SDL_Renderer * renderer, const SDL_Point * points, int count)
}
static int
SW_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
SW_RenderDrawRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture[data->current_texture];
SDL_Rect clip, rect;
Uint32 color = 0;
int i;
int status = 0;
clip.x = 0;
clip.y = 0;
clip.w = texture->w;
clip.h = texture->h;
if (renderer->blendMode == SDL_BLENDMODE_NONE ||
renderer->blendMode == SDL_BLENDMODE_MASK) {
color = SDL_MapRGBA(data->surface.format,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
for (i = 0; i < count; ++i) {
if (!SDL_IntersectRect(rects[i], &clip, &rect)) {
/* Nothing to draw */
continue;
}
if (data->renderer->info.flags & SDL_RENDERER_PRESENTCOPY) {
SDL_AddDirtyRect(&data->dirty, &rect);
}
if (data->renderer->LockTexture(data->renderer, texture, &rect, 1,
&data->surface.pixels,
&data->surface.pitch) < 0) {
return -1;
}
data->surface.clip_rect.w = data->surface.w = rect.w;
data->surface.clip_rect.h = data->surface.h = rect.h;
if (renderer->blendMode == SDL_BLENDMODE_NONE ||
renderer->blendMode == SDL_BLENDMODE_MASK) {
status = SDL_DrawRect(&data->surface, NULL, color);
} else {
status = SDL_BlendRect(&data->surface, NULL,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
data->renderer->UnlockTexture(data->renderer, texture);
}
return status;
}
static int
SW_RenderFillRects(SDL_Renderer * renderer, const SDL_Rect ** rects,
int count)
{
SW_RenderData *data = (SW_RenderData *) renderer->driverdata;
SDL_Texture *texture = data->texture[data->current_texture];
@ -714,10 +777,10 @@ SW_RenderRects(SDL_Renderer * renderer, const SDL_Rect ** rects, int count)
renderer->blendMode == SDL_BLENDMODE_MASK) {
status = SDL_FillRect(&data->surface, NULL, color);
} else {
status = SDL_BlendRect(&data->surface, NULL,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
status = SDL_BlendFillRect(&data->surface, NULL,
renderer->blendMode,
renderer->r, renderer->g, renderer->b,
renderer->a);
}
data->renderer->UnlockTexture(data->renderer, texture);