const GLfloat clip_x1 = (GLfloat)(x1 / fb_width * 2.0 - 1.0);
const GLfloat clip_y1 = (GLfloat)(y1 / fb_height * 2.0 - 1.0);
GLuint i;
+ float (*vertices)[3][4]; /**< vertex pos + color + texcoord */
if(!normalized)
{
tBot = (GLfloat) height;
}
+ u_upload_alloc(st->uploader, 0, 4 * sizeof(vertices[0]), vbuf_offset, vbuf,
+ (void**)&vertices);
+ if (!vbuf) {
+ return;
+ }
+
/* Positions are in clip coords since we need to do clipping in case
* the bitmap quad goes beyond the window bounds.
*/
- st->bitmap.vertices[0][0][0] = clip_x0;
- st->bitmap.vertices[0][0][1] = clip_y0;
- st->bitmap.vertices[0][2][0] = sLeft;
- st->bitmap.vertices[0][2][1] = tTop;
-
- st->bitmap.vertices[1][0][0] = clip_x1;
- st->bitmap.vertices[1][0][1] = clip_y0;
- st->bitmap.vertices[1][2][0] = sRight;
- st->bitmap.vertices[1][2][1] = tTop;
+ vertices[0][0][0] = clip_x0;
+ vertices[0][0][1] = clip_y0;
+ vertices[0][2][0] = sLeft;
+ vertices[0][2][1] = tTop;
+
+ vertices[1][0][0] = clip_x1;
+ vertices[1][0][1] = clip_y0;
+ vertices[1][2][0] = sRight;
+ vertices[1][2][1] = tTop;
- st->bitmap.vertices[2][0][0] = clip_x1;
- st->bitmap.vertices[2][0][1] = clip_y1;
- st->bitmap.vertices[2][2][0] = sRight;
- st->bitmap.vertices[2][2][1] = tBot;
+ vertices[2][0][0] = clip_x1;
+ vertices[2][0][1] = clip_y1;
+ vertices[2][2][0] = sRight;
+ vertices[2][2][1] = tBot;
- st->bitmap.vertices[3][0][0] = clip_x0;
- st->bitmap.vertices[3][0][1] = clip_y1;
- st->bitmap.vertices[3][2][0] = sLeft;
- st->bitmap.vertices[3][2][1] = tBot;
+ vertices[3][0][0] = clip_x0;
+ vertices[3][0][1] = clip_y1;
+ vertices[3][2][0] = sLeft;
+ vertices[3][2][1] = tBot;
/* same for all verts: */
for (i = 0; i < 4; i++) {
- st->bitmap.vertices[i][0][2] = z;
- st->bitmap.vertices[i][0][3] = 1.0f;
- st->bitmap.vertices[i][1][0] = color[0];
- st->bitmap.vertices[i][1][1] = color[1];
- st->bitmap.vertices[i][1][2] = color[2];
- st->bitmap.vertices[i][1][3] = color[3];
- st->bitmap.vertices[i][2][2] = 0.0; /*R*/
- st->bitmap.vertices[i][2][3] = 1.0; /*Q*/
+ vertices[i][0][2] = z;
+ vertices[i][0][3] = 1.0f;
+ vertices[i][1][0] = color[0];
+ vertices[i][1][1] = color[1];
+ vertices[i][1][2] = color[2];
+ vertices[i][1][3] = color[3];
+ vertices[i][2][2] = 0.0; /*R*/
+ vertices[i][2][3] = 1.0; /*Q*/
}
- /* Note: *vbuf will be NULL if there's a failure. */
- u_upload_data(st->uploader, 0,
- sizeof(st->bitmap.vertices), st->bitmap.vertices,
- vbuf_offset, vbuf);
u_upload_unmap(st->uploader);
}