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itgmania212121/stepmania/src/RageDisplay.cpp
T

811 lines
21 KiB
C++

#include "global.h"
#include "RageDisplay.h"
#include "RageTimer.h"
#include "RageLog.h"
#include "RageMath.h"
#include "RageUtil.h"
#include "GameConstantsAndTypes.h"
#include "RageFile.h"
#include "SDL_SaveJPEG.h"
#include "RageSurface_Save_BMP.h"
#include "SDL_rotozoom.h"
#include "RageSurface.h"
#include "Preference.h"
#include "ScreenDimensions.h"
//
// Statistics stuff
//
RageTimer g_LastCheckTimer;
int g_iNumVerts;
int g_iFPS, g_iVPF, g_iCFPS;
int RageDisplay::GetFPS() const { return g_iFPS; }
int RageDisplay::GetVPF() const { return g_iVPF; }
int RageDisplay::GetCumFPS() const { return g_iCFPS; }
static int g_iFramesRenderedSinceLastCheck,
g_iFramesRenderedSinceLastReset,
g_iVertsRenderedSinceLastCheck,
g_iNumChecksSinceLastReset;
RageDisplay* DISPLAY = NULL;
Preference<bool> LOG_FPS( Debug, "LogFPS", true );
CString RageDisplay::PixelFormatToString( PixelFormat pixfmt )
{
const CString s[NUM_PIX_FORMATS] = {
"FMT_RGBA8",
"FMT_RGBA4",
"FMT_RGB5A1",
"FMT_RGB5",
"FMT_RGB8",
"FMT_PAL" };
return s[pixfmt];
};
// Return true if device was re-created and we need to reload textures.
bool RageDisplay::SetVideoMode( VideoModeParams p )
{
bool bNeedReloadTextures;
CString err;
err = this->TryVideoMode(p,bNeedReloadTextures);
if( err == "" )
return bNeedReloadTextures;
LOG->Trace( "TryVideoMode failed: %s", err.c_str() );
// fall back
p.windowed = false;
if( this->TryVideoMode(p,bNeedReloadTextures) == "" )
return bNeedReloadTextures;
p.bpp = 16;
if( this->TryVideoMode(p,bNeedReloadTextures) == "" )
return bNeedReloadTextures;
p.width = 640;
p.height = 480;
if( this->TryVideoMode(p,bNeedReloadTextures) == "" )
return bNeedReloadTextures;
RageException::ThrowNonfatal( "SetVideoMode failed: %s", err.c_str() );
}
void RageDisplay::ProcessStatsOnFlip()
{
g_iFramesRenderedSinceLastCheck++;
g_iFramesRenderedSinceLastReset++;
if( g_LastCheckTimer.PeekDeltaTime() >= 1.0f ) // update stats every 1 sec.
{
g_LastCheckTimer.GetDeltaTime();
g_iNumChecksSinceLastReset++;
g_iFPS = g_iFramesRenderedSinceLastCheck;
g_iCFPS = g_iFramesRenderedSinceLastReset / g_iNumChecksSinceLastReset;
g_iVPF = g_iVertsRenderedSinceLastCheck / g_iFPS;
g_iFramesRenderedSinceLastCheck = g_iVertsRenderedSinceLastCheck = 0;
if( LOG_FPS )
LOG->Trace( "FPS: %d, CFPS %d, VPF: %d", g_iFPS, g_iCFPS, g_iVPF );
}
}
void RageDisplay::ResetStats()
{
g_iFPS = g_iVPF = 0;
g_iFramesRenderedSinceLastCheck = g_iFramesRenderedSinceLastReset = 0;
g_iNumChecksSinceLastReset = 0;
g_iVertsRenderedSinceLastCheck = 0;
g_LastCheckTimer.GetDeltaTime();
}
CString RageDisplay::GetStats() const
{
/* If FPS == 0, we don't have stats yet. */
if( !GetFPS() )
return "-- FPS\n-- av FPS\n-- VPF";
return ssprintf( "%i FPS\n%i av FPS\n%i VPF", GetFPS(), GetCumFPS(), GetVPF() );
}
void RageDisplay::StatsAddVerts( int iNumVertsRendered ) { g_iVertsRenderedSinceLastCheck += iNumVertsRendered; }
/* Draw a line as a quad. GL_LINES with SmoothLines off can draw line
* ends at odd angles--they're forced to axis-alignment regardless of the
* angle of the line. */
void RageDisplay::DrawPolyLine(const RageSpriteVertex &p1, const RageSpriteVertex &p2, float LineWidth )
{
/* soh cah toa strikes strikes again! */
float opp = p2.p.x - p1.p.x;
float adj = p2.p.y - p1.p.y;
float hyp = powf(opp*opp + adj*adj, 0.5f);
float lsin = opp/hyp;
float lcos = adj/hyp;
RageSpriteVertex v[4];
v[0] = v[1] = p1;
v[2] = v[3] = p2;
float ydist = lsin * LineWidth/2;
float xdist = lcos * LineWidth/2;
v[0].p.x += xdist;
v[0].p.y -= ydist;
v[1].p.x -= xdist;
v[1].p.y += ydist;
v[2].p.x -= xdist;
v[2].p.y += ydist;
v[3].p.x += xdist;
v[3].p.y -= ydist;
this->DrawQuad(v);
}
void RageDisplay::DrawLineStripInternal( const RageSpriteVertex v[], int iNumVerts, float LineWidth )
{
ASSERT( iNumVerts >= 2 );
/* Draw a line strip with rounded corners using polys. This is used on
* cards that have strange allergic reactions to antialiased points and
* lines. */
for( int i = 0; i < iNumVerts-1; ++i )
DrawPolyLine(v[i], v[i+1], LineWidth);
/* Join the lines with circles so we get rounded corners. */
for( int i = 0; i < iNumVerts; ++i )
DrawCircle( v[i], LineWidth/2 );
}
void RageDisplay::DrawCircleInternal( const RageSpriteVertex &p, float radius )
{
const int subdivisions = 32;
RageSpriteVertex v[subdivisions+2];
v[0] = p;
for(int i = 0; i < subdivisions+1; ++i)
{
const float fRotation = float(i) / subdivisions * 2*PI;
const float fX = cosf(fRotation) * radius;
const float fY = -sinf(fRotation) * radius;
v[1+i] = v[0];
v[1+i].p.x += fX;
v[1+i].p.y += fY;
}
this->DrawFan( v, subdivisions+2 );
}
void RageDisplay::SetDefaultRenderStates()
{
SetLighting( false );
SetCullMode( CULL_NONE );
SetZWrite( false );
SetZTestMode( ZTEST_OFF );
SetAlphaTest( true );
SetBlendMode( BLEND_NORMAL );
SetTextureFiltering( true );
LoadMenuPerspective(0, CENTER_X, CENTER_Y); // 0 FOV = ortho
ChangeCentering(0,0,0,0);
}
//
// Matrix stuff
//
class MatrixStack
{
vector<RageMatrix> stack;
public:
MatrixStack()
{
stack.resize(1);
LoadIdentity();
}
// Pops the top of the stack.
void Pop()
{
stack.pop_back();
ASSERT( stack.size() > 0 ); // underflow
}
// Pushes the stack by one, duplicating the current matrix.
void Push()
{
stack.push_back( stack.back() );
ASSERT( stack.size() < 100 ); // overflow
}
// Loads identity in the current matrix.
void LoadIdentity()
{
RageMatrixIdentity( &stack.back() );
}
// Loads the given matrix into the current matrix
void LoadMatrix( const RageMatrix& m )
{
stack.back() = m;
}
// Right-Multiplies the given matrix to the current matrix.
// (transformation is about the current world origin)
void MultMatrix( const RageMatrix& m )
{
RageMatrixMultiply( &stack.back(), &m, &stack.back() );
}
// Left-Multiplies the given matrix to the current matrix
// (transformation is about the local origin of the object)
void MultMatrixLocal( const RageMatrix& m )
{
RageMatrixMultiply( &stack.back(), &stack.back(), &m );
}
// Right multiply the current matrix with the computed rotation
// matrix, counterclockwise about the given axis with the given angle.
// (rotation is about the current world origin)
void RotateX( float degrees )
{
RageMatrix m;
RageMatrixRotationX( &m, degrees );
MultMatrix( m );
}
void RotateY( float degrees )
{
RageMatrix m;
RageMatrixRotationY( &m, degrees );
MultMatrix( m );
}
void RotateZ( float degrees )
{
RageMatrix m;
RageMatrixRotationZ( &m, degrees );
MultMatrix( m );
}
// Left multiply the current matrix with the computed rotation
// matrix. All angles are counterclockwise. (rotation is about the
// local origin of the object)
void RotateXLocal( float degrees )
{
RageMatrix m;
RageMatrixRotationX( &m, degrees );
MultMatrixLocal( m );
}
void RotateYLocal( float degrees )
{
RageMatrix m;
RageMatrixRotationY( &m, degrees );
MultMatrixLocal( m );
}
void RotateZLocal( float degrees )
{
RageMatrix m;
RageMatrixRotationZ( &m, degrees );
MultMatrixLocal( m );
}
// Right multiply the current matrix with the computed scale
// matrix. (transformation is about the current world origin)
void Scale( float x, float y, float z)
{
RageMatrix m;
RageMatrixScaling( &m, x, y, z );
MultMatrix( m );
}
// Left multiply the current matrix with the computed scale
// matrix. (transformation is about the local origin of the object)
void ScaleLocal( float x, float y, float z)
{
RageMatrix m;
RageMatrixScaling( &m, x, y, z );
MultMatrixLocal( m );
}
// Right multiply the current matrix with the computed translation
// matrix. (transformation is about the current world origin)
void Translate( float x, float y, float z)
{
RageMatrix m;
RageMatrixTranslation( &m, x, y, z );
MultMatrix( m );
}
// Left multiply the current matrix with the computed translation
// matrix. (transformation is about the local origin of the object)
void TranslateLocal( float x, float y, float z)
{
RageMatrix m;
RageMatrixTranslation( &m, x, y, z );
MultMatrixLocal( m );
}
// Obtain the current matrix at the top of the stack
const RageMatrix* GetTop() { return &stack.back(); }
};
MatrixStack g_ProjectionStack;
MatrixStack g_ViewStack;
MatrixStack g_WorldStack;
MatrixStack g_TextureStack;
const RageMatrix* RageDisplay::GetProjectionTop()
{
return g_ProjectionStack.GetTop();
}
const RageMatrix* RageDisplay::GetViewTop()
{
return g_ViewStack.GetTop();
}
const RageMatrix* RageDisplay::GetWorldTop()
{
return g_WorldStack.GetTop();
}
const RageMatrix* RageDisplay::GetTextureTop()
{
return g_TextureStack.GetTop();
}
void RageDisplay::PushMatrix()
{
g_WorldStack.Push();
}
void RageDisplay::PopMatrix()
{
g_WorldStack.Pop();
}
void RageDisplay::Translate( float x, float y, float z )
{
g_WorldStack.TranslateLocal(x, y, z);
}
void RageDisplay::TranslateWorld( float x, float y, float z )
{
g_WorldStack.Translate(x, y, z);
}
void RageDisplay::Scale( float x, float y, float z )
{
g_WorldStack.ScaleLocal(x, y, z);
}
void RageDisplay::RotateX( float deg )
{
g_WorldStack.RotateXLocal( deg );
}
void RageDisplay::RotateY( float deg )
{
g_WorldStack.RotateYLocal( deg );
}
void RageDisplay::RotateZ( float deg )
{
g_WorldStack.RotateZLocal( deg );
}
void RageDisplay::PostMultMatrix( const RageMatrix &m )
{
g_WorldStack.MultMatrix( m );
}
void RageDisplay::PreMultMatrix( const RageMatrix &m )
{
g_WorldStack.MultMatrixLocal( m );
}
void RageDisplay::LoadIdentity()
{
g_WorldStack.LoadIdentity();
}
void RageDisplay::TexturePushMatrix()
{
g_TextureStack.Push();
}
void RageDisplay::TexturePopMatrix()
{
g_TextureStack.Pop();
}
void RageDisplay::TextureTranslate( float x, float y, float z )
{
g_TextureStack.TranslateLocal(x, y, z);
}
void RageDisplay::LoadMenuPerspective( float fovDegrees, float fVanishPointX, float fVanishPointY )
{
/* fovDegrees == 0 looks the same as an ortho projection. However,
* we don't want to mess with the ModelView stack because
* EnterPerspectiveMode's preserve location feature expectes there
* not to be any camera transforms. So, do a true ortho projection
* if fovDegrees == 0. Perhaps it would be more convenient to keep
* separate model and view stacks like D3D?
*/
if( fovDegrees == 0 )
{
float left = 0, right = SCREEN_WIDTH, bottom = SCREEN_HEIGHT, top = 0;
g_ProjectionStack.LoadMatrix( GetOrthoMatrix(left, right, bottom, top, SCREEN_NEAR, SCREEN_FAR) );
g_ViewStack.LoadIdentity();
}
else
{
CLAMP( fovDegrees, 0.1f, 179.9f );
float fovRadians = fovDegrees / 180.f * PI;
float theta = fovRadians/2;
float fDistCameraFromImage = SCREEN_WIDTH/2 / tanf( theta );
fVanishPointX = SCALE( fVanishPointX, SCREEN_LEFT, SCREEN_RIGHT, SCREEN_RIGHT, SCREEN_LEFT );
fVanishPointY = SCALE( fVanishPointY, SCREEN_TOP, SCREEN_BOTTOM, SCREEN_BOTTOM, SCREEN_TOP );
fVanishPointX -= CENTER_X;
fVanishPointY -= CENTER_Y;
/* It's the caller's responsibility to push first. */
g_ProjectionStack.LoadMatrix(
GetFrustumMatrix(
(fVanishPointX-SCREEN_WIDTH/2)/fDistCameraFromImage,
(fVanishPointX+SCREEN_WIDTH/2)/fDistCameraFromImage,
(fVanishPointY+SCREEN_HEIGHT/2)/fDistCameraFromImage,
(fVanishPointY-SCREEN_HEIGHT/2)/fDistCameraFromImage,
1,
fDistCameraFromImage+1000 ) );
g_ViewStack.LoadMatrix(
RageLookAt(
-fVanishPointX+CENTER_X, -fVanishPointY+CENTER_Y, fDistCameraFromImage,
-fVanishPointX+CENTER_X, -fVanishPointY+CENTER_Y, 0,
0.0f, 1.0f, 0.0f) );
}
}
/* Switch from orthogonal to perspective view.
*
* Tricky: we want to maintain all of the zooms, rotations and translations
* that have been applied already. They're in our internal screen space (that
* is, 640x480 ortho). We can't simply leave them where they are, since they'll
* be applied before the perspective transform, which means they'll be in the
* wrong coordinate space.
*
* Handle translations (the right column of the transform matrix) to the viewport.
* Move rotations and scaling (0,0 through 1,1) to after the perspective transform.
* Actually, those might be able to stay where they are, I'm not sure; it's translations
* that are annoying. So, XXX: see if rots and scales can be left on the modelview
* matrix instead of messing with the projection matrix.
*
* When finished, the current position will be the "viewpoint" (at 0,0). negative
* Z goes into the screen, positive X and Y is right and down.
*/
//void RageDisplay::EnterPerspective(float fov, bool preserve_loc, float near_clip, float far_clip)
//{
// g_ProjectionStack.Push();
// g_WorldStack.Push();
//
// float aspect = SCREEN_WIDTH/(float)SCREEN_HEIGHT;
// g_ProjectionStack.LoadMatrix( GetPerspectiveMatrix(fov, aspect, near_clip, far_clip) );
// /* Flip the Y coordinate, so positive numbers go down. */
// g_ProjectionStack.Scale(1, -1, 1);
//
// if( preserve_loc )
// {
//
//RageMatrix matTop = *g_WorldStack.GetTop();
/* TODO: Come up with a more general way to handle this.
* It looks kind of hacky. -Chris */
// {
// /* Pull out the 2d translation. */
// float x = matTop.m[3][0], y = matTop.m[3][1];
//
// /* These values are where the viewpoint should be. By default, it's in the
// * center of the screen, and these values are from the top-left, so subtract
// * the difference. */
// x -= SCREEN_WIDTH/2;
// y -= SCREEN_HEIGHT/2;
// SetViewport(int(x), int(y));
// }
//
// /* Pull out the 2d rotations and scales. */
// {
// RageMatrix mat;
// RageMatrixIdentity(&mat);
// mat.m[0][0] = matTop.m[0][0];
// mat.m[0][1] = matTop.m[0][1];
// mat.m[1][0] = matTop.m[1][0];
// mat.m[1][1] = matTop.m[1][1];
// this->MultMatrix(mat);
// }
//
// /* We can't cope with perspective matrices or things that touch Z. (We shouldn't
// * have touched those while in 2d, anyway.) */
// ASSERT(matTop.m[0][2] == 0.f && matTop.m[0][3] == 0.f && matTop.m[1][2] == 0.f &&
// matTop.m[1][3] == 0.f && matTop.m[2][0] == 0.f && matTop.m[2][1] == 0.f &&
// matTop.m[2][2] == 1.f && matTop.m[3][2] == 0.f && matTop.m[3][3] == 1.f);
//
// /* Reset the matrix back to identity. */
// glMatrixMode( GL_MODELVIEW );
// glLoadIdentity();
// }
//}
void RageDisplay::CameraPushMatrix()
{
g_ProjectionStack.Push();
g_ViewStack.Push();
}
void RageDisplay::CameraPopMatrix()
{
g_ProjectionStack.Pop();
g_ViewStack.Pop();
}
/* gluLookAt. The result is pre-multiplied to the matrix (M = L * M) instead of
* post-multiplied. */
void RageDisplay::LoadLookAt(float fov, const RageVector3 &Eye, const RageVector3 &At, const RageVector3 &Up)
{
float aspect = SCREEN_WIDTH/(float)SCREEN_HEIGHT;
g_ProjectionStack.LoadMatrix( GetPerspectiveMatrix(fov, aspect, 1, 1000) );
/* Flip the Y coordinate, so positive numbers go down. */
g_ProjectionStack.Scale(1, -1, 1);
g_ViewStack.LoadMatrix(RageLookAt(Eye.x, Eye.y, Eye.z, At.x, At.y, At.z, Up.x, Up.y, Up.z));
}
RageMatrix RageDisplay::GetPerspectiveMatrix(float fovy, float aspect, float zNear, float zFar)
{
float ymax = zNear * tanf(fovy * PI / 360.0f);
float ymin = -ymax;
float xmin = ymin * aspect;
float xmax = ymax * aspect;
return GetFrustumMatrix(xmin, xmax, ymin, ymax, zNear, zFar);
}
RageSurface *RageDisplay::CreateSurfaceFromPixfmt( PixelFormat pixfmt,
void *pixels, int width, int height, int pitch )
{
const PixelFormatDesc *tpf = GetPixelFormatDesc(pixfmt);
RageSurface *surf = CreateSurfaceFrom(
width, height, tpf->bpp,
tpf->masks[0], tpf->masks[1], tpf->masks[2], tpf->masks[3],
(uint8_t *) pixels, pitch );
return surf;
}
RageDisplay::PixelFormat RageDisplay::FindPixelFormat(
int bpp, int Rmask, int Gmask, int Bmask, int Amask, bool realtime )
{
PixelFormatDesc tmp = { bpp, { Rmask, Gmask, Bmask, Amask } };
for(int pixfmt = 0; pixfmt < NUM_PIX_FORMATS; ++pixfmt)
{
const PixelFormatDesc *pf = GetPixelFormatDesc(PixelFormat(pixfmt));
if(!SupportsTextureFormat( PixelFormat(pixfmt), realtime ))
continue;
if(memcmp(pf, &tmp, sizeof(tmp)))
continue;
return PixelFormat(pixfmt);
}
return NUM_PIX_FORMATS;
}
/* These convert to OpenGL's coordinate system: -1,-1 is the bottom-left, +1,+1 is the
* top-right, and Z goes from -1 (viewer) to +1 (distance). It's a little odd, but
* very well-defined. */
RageMatrix RageDisplay::GetOrthoMatrix( float l, float r, float b, float t, float zn, float zf )
{
RageMatrix m(
2/(r-l), 0, 0, 0,
0, 2/(t-b), 0, 0,
0, 0, -2/(zf-zn), 0,
-(r+l)/(r-l), -(t+b)/(t-b), -(zf+zn)/(zf-zn), 1 );
return m;
}
RageMatrix RageDisplay::GetFrustumMatrix( float l, float r, float b, float t, float zn, float zf )
{
// glFrustrum
float A = (r+l) / (r-l);
float B = (t+b) / (t-b);
float C = -1 * (zf+zn) / (zf-zn);
float D = -1 * (2*zf*zn) / (zf-zn);
RageMatrix m(
2*zn/(r-l), 0, 0, 0,
0, 2*zn/(t-b), 0, 0,
A, B, C, -1,
0, 0, D, 0 );
return m;
}
void RageDisplay::ChangeCentering( int trans_x, int trans_y, int add_width, int add_height )
{
// in screen space, left edge = -1, right edge = 1, bottom edge = -1. top edge = 1
float fPercentShiftX = 2*trans_x/640.f;
float fPercentShiftY = -2*trans_y/480.f;
float fPercentScaleX = (640.f+add_width)/640.f;
float fPercentScaleY = (480.f+add_height)/480.f;
RageMatrix m1;
RageMatrix m2;
RageMatrixTranslation(
&m1,
fPercentShiftX,
fPercentShiftY,
0 );
RageMatrixScaling(
&m2,
fPercentScaleX,
fPercentScaleY,
1 );
RageMatrixMultiply( &m_Centering, &m1, &m2 );
}
bool RageDisplay::SaveScreenshot( CString sPath, GraphicsFileFormat format )
{
RageSurface* surface = this->CreateScreenshot();
/* Unless we're in lossless, resize the image to 640x480. If we're saving lossy,
* there's no sense in saving 1280x960 screenshots, and if we're in a custom
* resolution (eg. 640x240), we don't want to output in that resolution. */
if( format != SAVE_LOSSLESS && (surface->h != 640 || surface->w != 480) )
RageSurfaceUtils::Zoom( surface, 640, 480 );
RageFile out;
if( !out.Open( sPath, RageFile::WRITE ) )
{
LOG->Trace("Couldn't write %s: %s", sPath.c_str(), out.GetError().c_str() );
return false;
}
bool bSuccess = false;
switch( format )
{
case SAVE_LOSSLESS:
bSuccess = RageSurface_Save_BMP( surface, out );
break;
case SAVE_LOSSY_LOW_QUAL:
bSuccess = IMG_SaveJPG_RW( surface, out, false );
break;
case SAVE_LOSSY_HIGH_QUAL:
bSuccess = IMG_SaveJPG_RW( surface, out, true );
break;
default:
ASSERT(0);
return false;
}
delete surface;
surface = NULL;
if( !bSuccess )
{
LOG->Trace("Couldn't write %s: %s", sPath.c_str(), out.GetError().c_str() );
return false;
}
return true;
}
void RageDisplay::DrawQuads( const RageSpriteVertex v[], int iNumVerts )
{
ASSERT( (iNumVerts%4) == 0 );
if(iNumVerts == 0)
return;
this->DrawQuadsInternal(v,iNumVerts);
StatsAddVerts(iNumVerts);
}
void RageDisplay::DrawQuadStrip( const RageSpriteVertex v[], int iNumVerts )
{
ASSERT( (iNumVerts%2) == 0 );
if(iNumVerts < 4)
return;
this->DrawQuadStripInternal(v,iNumVerts);
StatsAddVerts(iNumVerts);
}
void RageDisplay::DrawFan( const RageSpriteVertex v[], int iNumVerts )
{
ASSERT( iNumVerts >= 3 );
this->DrawFanInternal(v,iNumVerts);
StatsAddVerts(iNumVerts);
}
void RageDisplay::DrawStrip( const RageSpriteVertex v[], int iNumVerts )
{
ASSERT( iNumVerts >= 3 );
this->DrawStripInternal(v,iNumVerts);
StatsAddVerts(iNumVerts);
}
void RageDisplay::DrawTriangles( const RageSpriteVertex v[], int iNumVerts )
{
if( iNumVerts == 0 )
return;
ASSERT( iNumVerts >= 3 );
this->DrawTrianglesInternal(v,iNumVerts);
StatsAddVerts(iNumVerts);
}
void RageDisplay::DrawCompiledGeometry( const RageCompiledGeometry *p, int iMeshIndex, const vector<msMesh> &vMeshes )
{
this->DrawCompiledGeometryInternal( p, iMeshIndex );
StatsAddVerts( vMeshes[iMeshIndex].Triangles.size() );
}
void RageDisplay::DrawLineStrip( const RageSpriteVertex v[], int iNumVerts, float LineWidth )
{
ASSERT( iNumVerts >= 2 );
this->DrawLineStripInternal( v, iNumVerts, LineWidth );
}
void RageDisplay::DrawCircle( const RageSpriteVertex &v, float radius )
{
this->DrawCircleInternal( v, radius );
}
/*
* Copyright (c) 2001-2004 Chris Danford, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/