New try for pixel-perfect rendering -- waiting for feedbacks
git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1390 4e206d99-4929-0410-ac5d-dfc041789085
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@ -372,7 +372,6 @@ private :
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bool myShaderIsValid; ///< Is the cached shader valid? (if not, the cached value is ignored)
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bool myBlendModeIsValid; ///< Is the cached blend mode valid? (if not, the cached value is ignored)
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bool myViewportIsValid; ///< Is the cached viewport valid? (if not, the cached value is ignored)
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Vector2f myViewportSize; ///< Half-size of the current viewport, stored for optimiation purpose
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};
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} // namespace sf
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@ -384,4 +383,19 @@ private :
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////////////////////////////////////////////////////////////
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/// \class sf::Renderer
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///
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/// sf::Renderer is the abstraction layer between SFML code
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/// and the low-level drawing API (OpenGL). It manages
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/// render states efficiently, and provides a lightweight
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/// abstraction for rendering geometry.
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///
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/// The purpose of this class is to provide a single abstract
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/// entry point for everything related to low-level rendering.
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/// Hiding everything behind sf::Renderer makes optimizing
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/// easy, as well as porting to other technologies in the future
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/// (like OpenGL ES or OpenGL 3.x).
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///
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/// This class is mainly meant for internal usage, you should
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/// never care about it unless you write your own sf::Drawable
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/// class that uses raw geometry in its Render function.
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///
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////////////////////////////////////////////////////////////
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@ -31,34 +31,6 @@
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#include <SFML/Graphics/GLCheck.hpp>
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////////////////////////////////////////////////////////////
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// Private data
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////////////////////////////////////////////////////////////
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namespace
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{
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// Fast float to int conversion
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inline sf::Int32 Round(double value)
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{
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// Use a union rather than reinterpret_cast, because it doesn't break strict-aliasing
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// rules and results in a correct behaviour when compiling in optimized mode
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union DoubleToInt
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{
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double d;
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sf::Int32 i[2];
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};
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DoubleToInt u;
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u.d = value + 6755399441055744.0;
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#if defined(SFML_ENDIAN_LITTLE)
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return u.i[0];
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#else
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return u.i[1];
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#endif
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}
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}
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namespace sf
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{
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////////////////////////////////////////////////////////////
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@ -215,10 +187,6 @@ void Renderer::SetViewport(const IntRect& viewport)
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// Store it
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myViewport = viewport;
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myViewportIsValid = true;
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// Store the half-size of the viewport for later computations
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myViewportSize.x = myViewport.GetSize().x / 2.f;
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myViewportSize.y = myViewport.GetSize().y / 2.f;
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}
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}
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@ -365,12 +333,6 @@ void Renderer::ProcessVertex(float x, float y, float u, float v, float r, float
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// Transform the vertex position by the current model-view-projection matrix
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Vector2f position = myTransform.Transform(Vector2f(x, y));
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// Round the vertex position so that it matches the
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// viewport's pixels, and thus avoid rendering artifacts
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// @todo remove and find a better solution :)
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position.x = Round((position.x + 1.f) * myViewportSize.x) / myViewportSize.x - 1.f;
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position.y = Round((position.y + 1.f) * myViewportSize.y) / myViewportSize.y - 1.f;
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// Modulate the vertex color with the current global color
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r *= myStates->r;
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g *= myStates->g;
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@ -45,7 +45,9 @@ myDeviceContext(NULL),
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myContext (NULL),
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myOwnsWindow (true)
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{
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// TODO : try to create a bitmap in memory instead of a dummy window
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// Creating a dummy window is mandatory: we could create a memory DC but then
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// its pixel format wouldn't match the regular contexts' format, and thus
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// wglShareLists would always fail. Too bad...
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// Create a dummy window (disabled and hidden)
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myWindow = CreateWindowA("STATIC", "", WS_POPUP | WS_DISABLED, 0, 0, 1, 1, NULL, NULL, GetModuleHandle(NULL), NULL);
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