}
-/**
- * Draw a wide line by drawing a quad, using geometry which will
- * fullfill GL's antialiased line requirements.
- */
-static void wide_line_aa(struct draw_stage *stage,
- struct prim_header *header)
-{
- const struct wide_stage *wide = wide_stage(stage);
- const float half_width = wide->half_line_width;
- struct prim_header tri;
- struct vertex_header *v[4];
- float *pos;
- float dx = header->v[1]->data[0][0] - header->v[0]->data[0][0];
- float dy = header->v[1]->data[0][1] - header->v[0]->data[0][1];
- const float len = (float) sqrt(dx * dx + dy * dy);
- uint i;
-
- dx = dx * half_width / len;
- dy = dy * half_width / len;
-
- /* allocate/dup new verts */
- for (i = 0; i < 4; i++) {
- v[i] = dup_vert(stage, header->v[i/2], i);
- }
-
- /*
- * Quad for line from v0 to v1:
- *
- * 1 3
- * +-------------------------+
- * | |
- * *v0 v1*
- * | |
- * +-------------------------+
- * 0 2
- */
-
- pos = v[0]->data[0];
- pos[0] += dy;
- pos[1] -= dx;
-
- pos = v[1]->data[0];
- pos[0] -= dy;
- pos[1] += dx;
-
- pos = v[2]->data[0];
- pos[0] += dy;
- pos[1] -= dx;
-
- pos = v[3]->data[0];
- pos[0] -= dy;
- pos[1] += dx;
-
- tri.det = header->det; /* only the sign matters */
-
- tri.v[0] = v[2]; tri.v[1] = v[1]; tri.v[2] = v[0];
- stage->next->tri( stage->next, &tri );
-
- tri.v[0] = v[3]; tri.v[1] = v[1]; tri.v[2] = v[2];
- stage->next->tri( stage->next, &tri );
-
-}
-
-
/**
* Set the vertex texcoords for sprite mode.
* Coords may be left untouched or set to a right-side-up or upside-down
wide->half_line_width = 0.5f * draw->rasterizer->line_width;
if (draw->rasterizer->line_width != 1.0) {
- if (draw->rasterizer->line_smooth)
- wide->stage.line = wide_line_aa;
- else
- wide->stage.line = wide_line;
+ wide->stage.line = wide_line;
}
else {
wide->stage.line = passthrough_line;