Consolidate poly line code, so it can be used with both renderers. Use it
with D3D instead of hardware lines.
This commit is contained in:
@@ -485,127 +485,74 @@ void RageDisplay_OGL::DrawIndexedTriangles( const RageVertex v[], const Uint16 p
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StatsAddVerts( iNumIndices );
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}
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/* Draw a line as a quad. GL_LINES with antialiasing off can draw line
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* ends at odd angles--they're forced to axis-alignment regardless of the
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* angle of the line. */
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void DrawPolyLine(const RageVertex &p1, const RageVertex &p2, float LineWidth )
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{
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/* soh cah toa strikes strikes again! */
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float opp = p2.p.x - p1.p.x;
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float adj = p2.p.y - p1.p.y;
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float hyp = powf(opp*opp + adj*adj, 0.5f);
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float lsin = opp/hyp;
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float lcos = adj/hyp;
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RageVertex v[4];
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v[0] = v[1] = p1;
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v[2] = v[3] = p2;
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float ydist = lsin * LineWidth/2;
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float xdist = lcos * LineWidth/2;
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v[0].p.x += xdist;
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v[0].p.y -= ydist;
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v[1].p.x -= xdist;
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v[1].p.y += ydist;
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v[2].p.x -= xdist;
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v[2].p.y += ydist;
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v[3].p.x += xdist;
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v[3].p.y -= ydist;
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DISPLAY->DrawQuad(v);
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}
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void RageDisplay_OGL::DrawLineStrip( const RageVertex v[], int iNumVerts, float LineWidth )
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{
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ASSERT( iNumVerts >= 2 );
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if( g_bAALinesBroken )
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{
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RageDisplay::DrawLineStrip(v, iNumVerts, LineWidth );
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return;
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}
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glMatrixMode( GL_PROJECTION );
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glLoadMatrixf( (const float*)GetProjection() );
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glMatrixMode( GL_MODELVIEW );
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glLoadMatrixf( (const float*)GetModelViewTop() );
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if( g_bAALinesBroken )
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{
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/* Draw a line strip with rounded corners using polys. This is used on
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* cards that have strange allergic reactions to antialiased points and
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* lines. */
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int i;
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for(i = 0; i < iNumVerts-1; ++i)
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DrawPolyLine(v[i], v[i+1], LineWidth);
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/* Draw a nice AA'd line loop. One problem with this is that point and line
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* sizes don't always precisely match, which doesn't look quite right.
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* It's worth it for the AA, though. */
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glEnable(GL_LINE_SMOOTH);
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/* Join the lines with circles so we get rounded corners. */
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GLUquadricObj *q = gluNewQuadric();
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for(i = 0; i < iNumVerts; ++i)
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{
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glPushMatrix();
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glColor4ub(v[i].c.r, v[i].c.g, v[i].c.b, v[i].c.a);
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glTexCoord3fv(v[i].t);
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glTranslatef(v[i].p.x, v[i].p.y, v[i].p.z);
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/* Our line width is wrt the regular internal SCREEN_WIDTHxSCREEN_HEIGHT screen,
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* but these width functions actually want raster sizes (that is, actual pixels).
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* Scale the line width and point size by the average ratio of the scale. */
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float WidthVal = float(wind->GetWidth()) / SCREEN_WIDTH;
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float HeightVal = float(wind->GetHeight()) / SCREEN_HEIGHT;
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LineWidth *= (WidthVal + HeightVal) / 2;
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gluDisk(q, 0, LineWidth/2, 32, 32);
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glPopMatrix();
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}
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gluDeleteQuadric(q);
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}
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else
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{
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/* Draw a nice AA'd line loop. One problem with this is that point and line
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* sizes don't always precisely match, which doesn't look quite right.
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* It's worth it for the AA, though. */
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glEnable(GL_LINE_SMOOTH);
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/* Clamp the width to the hardware max for both lines and points (whichever
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* is more restrictive). */
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LineWidth = clamp(LineWidth, g_line_range[0], g_line_range[1]);
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LineWidth = clamp(LineWidth, g_point_range[0], g_point_range[1]);
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/* Our line width is wrt the regular internal SCREEN_WIDTHxSCREEN_HEIGHT screen,
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* but these width functions actually want raster sizes (that is, actual pixels).
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* Scale the line width and point size by the average ratio of the scale. */
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float WidthVal = float(wind->GetWidth()) / SCREEN_WIDTH;
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float HeightVal = float(wind->GetHeight()) / SCREEN_HEIGHT;
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LineWidth *= (WidthVal + HeightVal) / 2;
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/* Hmm. The granularity of lines and points might be different; for example,
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* if lines are .5 and points are .25, we might want to snap the width to the
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* nearest .5, so the hardware doesn't snap them to different sizes. Does it
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* matter? */
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glLineWidth(LineWidth);
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/* Clamp the width to the hardware max for both lines and points (whichever
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* is more restrictive). */
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LineWidth = clamp(LineWidth, g_line_range[0], g_line_range[1]);
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LineWidth = clamp(LineWidth, g_point_range[0], g_point_range[1]);
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/* Draw the line loop: */
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SetupVertices( v, iNumVerts );
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glDrawArrays( GL_LINE_STRIP, 0, iNumVerts );
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/* Hmm. The granularity of lines and points might be different; for example,
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* if lines are .5 and points are .25, we might want to snap the width to the
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* nearest .5, so the hardware doesn't snap them to different sizes. Does it
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* matter? */
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glLineWidth(LineWidth);
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glDisable(GL_LINE_SMOOTH);
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/* Draw the line loop: */
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SetupVertices( v, iNumVerts );
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glDrawArrays( GL_LINE_STRIP, 0, iNumVerts );
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/* Round off the corners. This isn't perfect; the point is sometimes a little
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* larger than the line, causing a small bump on the edge. Not sure how to fix
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* that. */
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glPointSize(LineWidth);
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glDisable(GL_LINE_SMOOTH);
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/* Hack: if the points will all be the same, we don't want to draw
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* any points at all, since there's nothing to connect. That'll happen
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* if both scale factors in the matrix are ~0. (Actually, I think
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* it's true if two of the three scale factors are ~0, but we don't
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* use this for anything 3d at the moment anyway ...) This is needed
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* because points aren't scaled like regular polys--a zero-size point
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* will still be drawn. */
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RageMatrix mat;
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glGetFloatv( GL_MODELVIEW_MATRIX, (float*)mat );
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/* Round off the corners. This isn't perfect; the point is sometimes a little
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* larger than the line, causing a small bump on the edge. Not sure how to fix
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* that. */
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glPointSize(LineWidth);
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if(mat.m[0][0] < 1e-5 && mat.m[1][1] < 1e-5)
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return;
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/* Hack: if the points will all be the same, we don't want to draw
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* any points at all, since there's nothing to connect. That'll happen
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* if both scale factors in the matrix are ~0. (Actually, I think
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* it's true if two of the three scale factors are ~0, but we don't
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* use this for anything 3d at the moment anyway ...) This is needed
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* because points aren't scaled like regular polys--a zero-size point
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* will still be drawn. */
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RageMatrix mat;
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glGetFloatv( GL_MODELVIEW_MATRIX, (float*)mat );
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glEnable(GL_POINT_SMOOTH);
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if(mat.m[0][0] < 1e-5 && mat.m[1][1] < 1e-5)
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return;
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SetupVertices( v, iNumVerts );
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glDrawArrays( GL_POINTS, 0, iNumVerts );
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glEnable(GL_POINT_SMOOTH);
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SetupVertices( v, iNumVerts );
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glDrawArrays( GL_POINTS, 0, iNumVerts );
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glDisable(GL_POINT_SMOOTH);
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}
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glDisable(GL_POINT_SMOOTH);
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}
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void RageDisplay_OGL::SetTexture( RageTexture* pTexture )
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