本文整理汇总了C++中GL_RenderData::glEnd方法的典型用法代码示例。如果您正苦于以下问题:C++ GL_RenderData::glEnd方法的具体用法?C++ GL_RenderData::glEnd怎么用?C++ GL_RenderData::glEnd使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GL_RenderData
的用法示例。
在下文中一共展示了GL_RenderData::glEnd方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
static int
GL_RenderDrawPoints(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
GL_SetDrawingState(renderer);
data->glBegin(GL_POINTS);
for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
data->glEnd();
return 0;
}
示例2: defined
static int
GL_RenderDrawLines(SDL_Renderer * renderer, const SDL_Point * points,
int count)
{
GL_RenderData *data = (GL_RenderData *) renderer->driverdata;
int i;
GL_SetDrawingState(renderer);
if (count > 2 &&
points[0].x == points[count-1].x && points[0].y == points[count-1].y) {
data->glBegin(GL_LINE_LOOP);
/* GL_LINE_LOOP takes care of the final segment */
--count;
for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
data->glEnd();
} else {
#if defined(__APPLE__) || defined(__WIN32__)
#else
int x1, y1, x2, y2;
#endif
data->glBegin(GL_LINE_STRIP);
for (i = 0; i < count; ++i) {
data->glVertex2f(0.5f + points[i].x, 0.5f + points[i].y);
}
data->glEnd();
/* The line is half open, so we need one more point to complete it.
* http://www.opengl.org/documentation/specs/version1.1/glspec1.1/node47.html
* If we have to, we can use vertical line and horizontal line textures
* for vertical and horizontal lines, and then create custom textures
* for diagonal lines and software render those. It's terrible, but at
* least it would be pixel perfect.
*/
data->glBegin(GL_POINTS);
#if defined(__APPLE__) || defined(__WIN32__)
/* Mac OS X and Windows seem to always leave the second point open */
data->glVertex2f(0.5f + points[count-1].x, 0.5f + points[count-1].y);
#else
/* Linux seems to leave the right-most or bottom-most point open */
x1 = points[0].x;
y1 = points[0].y;
x2 = points[count-1].x;
y2 = points[count-1].y;
if (x1 > x2) {
data->glVertex2f(0.5f + x1, 0.5f + y1);
} else if (x2 > x1) {
data->glVertex2f(0.5f + x2, 0.5f + y2);
} else if (y1 > y2) {
data->glVertex2f(0.5f + x1, 0.5f + y1);
} else if (y2 > y1) {
data->glVertex2f(0.5f + x2, 0.5f + y2);
}
#endif
data->glEnd();
}
return 0;
}