From 53bcb3e0e987371de153bfdf38879630b6733f9f Mon Sep 17 00:00:00 2001 From: Sylvain Date: Tue, 6 Apr 2021 21:38:24 +0200 Subject: [PATCH] Add an option to 'testsprite2' to render slicing into triangles. [--use-rendergeometry mode1|mode2] mode1: Draw sprite2 as triangles that can be recombined as rect by software renderer mode2: Draw sprite2 as triangles that can *not* be recombined as rect by software renderer Use an 'indices' array --- test/testsprite2.c | 219 +++++++++++++++++++++++++++++++++++++++++++-- 1 file changed, 211 insertions(+), 8 deletions(-) diff --git a/test/testsprite2.c b/test/testsprite2.c index 672ff3f4e..dc48b1e9e 100644 --- a/test/testsprite2.c +++ b/test/testsprite2.c @@ -39,6 +39,7 @@ static int sprite_w, sprite_h; static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND; static Uint32 next_fps_check, frames; static const Uint32 fps_check_delay = 5000; +static int use_rendergeometry = 0; /* Number of iterations to move sprites - used for visual tests. */ /* -1: infinite random moves (default); >=0: enables N deterministic moves */ @@ -175,7 +176,38 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) temp.y = 1; temp.w = sprite_w; temp.h = sprite_h; - SDL_RenderFillRect(renderer, &temp); + if (use_rendergeometry == 0) { + SDL_RenderFillRect(renderer, &temp); + } else { + /* Draw two triangles, filled, uniform */ + SDL_Color color; + SDL_Vertex verts[3]; + SDL_zeroa(verts); + color.r = 0xFF; + color.g = 0xFF; + color.b = 0xFF; + color.a = 0xFF; + + verts[0].position.x = temp.x; + verts[0].position.y = temp.y; + verts[0].color = color; + + verts[1].position.x = temp.x + temp.w; + verts[1].position.y = temp.y; + verts[1].color = color; + + verts[2].position.x = temp.x + temp.w; + verts[2].position.y = temp.y + temp.h; + verts[2].color = color; + + SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0); + + verts[1].position.x = temp.x; + verts[1].position.y = temp.y + temp.h; + verts[1].color = color; + + SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0); + } SDL_RenderCopy(renderer, sprite, NULL, &temp); temp.x = viewport.w-sprite_w-1; temp.y = 1; @@ -220,7 +252,7 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) } } - + /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */ if (iterations > 0) { iterations--; @@ -232,11 +264,160 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite) } /* Draw sprites */ - for (i = 0; i < num_sprites; ++i) { - position = &positions[i]; + if (use_rendergeometry == 0) { + for (i = 0; i < num_sprites; ++i) { + position = &positions[i]; - /* Blit the sprite onto the screen */ - SDL_RenderCopy(renderer, sprite, NULL, position); + /* Blit the sprite onto the screen */ + SDL_RenderCopy(renderer, sprite, NULL, position); + } + } else if (use_rendergeometry == 1) { + /* + * 0--1 + * | /| + * |/ | + * 3--2 + * + * Draw sprite2 as triangles that can be recombined as rect by software renderer + */ + SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 6); + SDL_Vertex *verts2 = verts; + if (verts) { + SDL_Color color; + SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b); + SDL_GetTextureAlphaMod(sprite, &color.a); + for (i = 0; i < num_sprites; ++i) { + position = &positions[i]; + /* 0 */ + verts->position.x = position->x; + verts->position.y = position->y; + verts->color = color; + verts->tex_coord.x = 0.0f; + verts->tex_coord.y = 0.0f; + verts++; + /* 1 */ + verts->position.x = position->x + position->w; + verts->position.y = position->y; + verts->color = color; + verts->tex_coord.x = 1.0f; + verts->tex_coord.y = 0.0f; + verts++; + /* 2 */ + verts->position.x = position->x + position->w; + verts->position.y = position->y + position->h; + verts->color = color; + verts->tex_coord.x = 1.0f; + verts->tex_coord.y = 1.0f; + verts++; + /* 0 */ + verts->position.x = position->x; + verts->position.y = position->y; + verts->color = color; + verts->tex_coord.x = 0.0f; + verts->tex_coord.y = 0.0f; + verts++; + /* 2 */ + verts->position.x = position->x + position->w; + verts->position.y = position->y + position->h; + verts->color = color; + verts->tex_coord.x = 1.0f; + verts->tex_coord.y = 1.0f; + verts++; + /* 3 */ + verts->position.x = position->x; + verts->position.y = position->y + position->h; + verts->color = color; + verts->tex_coord.x = 0.0f; + verts->tex_coord.y = 1.0f; + verts++; + } + + /* Blit sprites as triangles onto the screen */ + SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0); + SDL_free(verts2); + } + } else if (use_rendergeometry == 2) { + /* 0-----1 + * |\ A /| + * | \ / | + * |D 2 B| + * | / \ | + * |/ C \| + * 3-----4 + * + * Draw sprite2 as triangles that can *not* be recombined as rect by software renderer + * Use an 'indices' array + */ + SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 5); + SDL_Vertex *verts2 = verts; + int *indices = (int *) SDL_malloc(num_sprites * sizeof (int) * 4 * 3); + int *indices2 = indices; + if (verts && indices) { + int pos = 0; + SDL_Color color; + SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b); + SDL_GetTextureAlphaMod(sprite, &color.a); + for (i = 0; i < num_sprites; ++i) { + position = &positions[i]; + /* 0 */ + verts->position.x = position->x; + verts->position.y = position->y; + verts->color = color; + verts->tex_coord.x = 0.0f; + verts->tex_coord.y = 0.0f; + verts++; + /* 1 */ + verts->position.x = position->x + position->w; + verts->position.y = position->y; + verts->color = color; + verts->tex_coord.x = 1.0f; + verts->tex_coord.y = 0.0f; + verts++; + /* 2 */ + verts->position.x = position->x + position->w / 2.0f; + verts->position.y = position->y + position->h / 2.0f; + verts->color = color; + verts->tex_coord.x = 0.5f; + verts->tex_coord.y = 0.5f; + verts++; + /* 3 */ + verts->position.x = position->x; + verts->position.y = position->y + position->h; + verts->color = color; + verts->tex_coord.x = 0.0f; + verts->tex_coord.y = 1.0f; + verts++; + /* 4 */ + verts->position.x = position->x + position->w; + verts->position.y = position->y + position->h; + verts->color = color; + verts->tex_coord.x = 1.0f; + verts->tex_coord.y = 1.0f; + verts++; + /* A */ + *indices++ = pos + 0; + *indices++ = pos + 1; + *indices++ = pos + 2; + /* B */ + *indices++ = pos + 1; + *indices++ = pos + 2; + *indices++ = pos + 4; + /* C */ + *indices++ = pos + 3; + *indices++ = pos + 2; + *indices++ = pos + 4; + /* D */ + *indices++ = pos + 3; + *indices++ = pos + 2; + *indices++ = pos + 0; + pos += 5; + } + } + + /* Blit sprites as triangles onto the screen */ + SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3); + SDL_free(verts2); + SDL_free(indices2); } /* Update the screen! */ @@ -331,6 +512,20 @@ main(int argc, char *argv[]) } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { cycle_alpha = SDL_TRUE; consumed = 1; + } else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) { + if (argv[i + 1]) { + if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) { + /* Draw sprite2 as triangles that can be recombined as rect by software renderer */ + use_rendergeometry = 1; + } else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) { + /* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer + * Use an 'indices' array */ + use_rendergeometry = 2; + } else { + return -1; + } + } + consumed = 2; } else if (SDL_isdigit(*argv[i])) { num_sprites = SDL_atoi(argv[i]); consumed = 1; @@ -340,7 +535,15 @@ main(int argc, char *argv[]) } } if (consumed < 0) { - static const char *options[] = { "[--blend none|blend|add|mod]", "[--cyclecolor]", "[--cyclealpha]", "[--iterations N]", "[num_sprites]", "[icon.bmp]", NULL }; + static const char *options[] = { + "[--blend none|blend|add|mod]", + "[--cyclecolor]", + "[--cyclealpha]", + "[--iterations N]", + "[--use-rendergeometry mode1|mode2]", + "[num_sprites]", + "[icon.bmp]", + NULL }; SDLTest_CommonLogUsage(state, argv[0], options); quit(1); } @@ -374,7 +577,7 @@ main(int argc, char *argv[]) quit(2); } - /* Position sprites and set their velocities using the fuzzer */ + /* Position sprites and set their velocities using the fuzzer */ if (iterations >= 0) { /* Deterministic seed - used for visual tests */ seed = (Uint64)iterations;