mirror of https://github.com/encounter/SDL.git
Add textured triangle prim
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2a70d492f0
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726180445e
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@ -218,7 +218,6 @@ PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
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int num_vertices, const void *indices, int num_indices, int size_indices,
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int num_vertices, const void *indices, int num_indices, int size_indices,
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float scale_x, float scale_y)
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float scale_x, float scale_y)
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{
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{
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PS2_RenderData *data = (PS2_RenderData *) renderer->driverdata;
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int i;
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int i;
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int count = indices ? num_indices : num_vertices;
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int count = indices ? num_indices : num_vertices;
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@ -343,58 +342,76 @@ PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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}
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}
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static int
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static int
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PS2_RenderGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cmd)
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{
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{
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PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
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PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
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const size_t count = cmd->data.draw.count;
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const size_t count = cmd->data.draw.count;
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if (cmd->data.draw.texture == NULL) {
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if (cmd->data.draw.texture == NULL) {
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const color_vertex *verts = (color_vertex *) (cmd->data.draw.first);
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const color_vertex *verts = (color_vertex *) (vertices + cmd->data.draw.first);
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for (int i = 0; i < count; i += 3) {
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for (int i = 0; i < count/3; i++) {
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float x1 = verts[i+0].x;
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float x1 = verts->x;
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float y1 = verts[i+0].y;
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float y1 = verts->y;
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uint64_t c1 = verts->color;
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float x2 = verts[i+1].x;
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verts++;
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float y2 = verts[i+1].y;
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float x3 = verts[i+2].x;
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float x2 = verts->x;
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float y3 = verts[i+2].y;
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float y2 = verts->y;
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uint64_t c2 = verts->color;
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Uint32 c1 = verts[i+0].color;
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verts++;
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Uint32 c2 = verts[i+1].color;
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Uint32 c3 = verts[i+2].color;
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float x3 = verts->x;
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float y3 = verts->y;
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uint64_t c3 = verts->color;
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verts++;
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//It still need some works to make texture render on-screen
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//It still need some works to make texture render on-screen
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gsKit_prim_triangle_gouraud(data->gsGlobal, x1, y1, x2, y2, x3, y3, 1, c1, c2, c3);
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gsKit_prim_triangle_gouraud(data->gsGlobal, x1, y1, x2, y2, x3, y3, 1, c1, c2, c3);
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verts++;
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verts++;
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verts++;
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}
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}
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} else {
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} else {
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const texture_vertex *verts = (texture_vertex *) (cmd->data.draw.first);
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const texture_vertex *verts = (texture_vertex *) (vertices + cmd->data.draw.first);
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GSTEXTURE *ps2_tex = (GSTEXTURE *) cmd->data.draw.texture->driverdata;
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for (int i = 0; i < count; i += 3) {
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for (int i = 0; i < count/3; i++) {
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float x1 = verts[i+0].x;
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float x1 = verts->x;
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float y1 = verts[i+0].y;
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float y1 = verts->y;
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float x2 = verts[i+1].x;
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float u1 = verts->u;
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float y2 = verts[i+1].y;
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float v1 = verts->v;
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float x3 = verts[i+2].x;
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uint64_t c1 = verts->color;
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float y3 = verts[i+2].y;
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Uint32 c1 = verts[i+0].color;
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Uint32 c2 = verts[i+1].color;
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Uint32 c3 = verts[i+2].color;
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//It still need some works to make texture render on-screen
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gsKit_prim_triangle_gouraud(data->gsGlobal, x1, y1, x2, y2, x3, y3, 1, c1, c2, c3);
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verts++;
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verts++;
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float x2 = verts->x;
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float y2 = verts->y;
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float u2 = verts->u;
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float v2 = verts->v;
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uint64_t c2 = verts->color;
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verts++;
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verts++;
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float x3 = verts->x;
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float y3 = verts->y;
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float u3 = verts->u;
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float v3 = verts->v;
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uint64_t c3 = verts->color;
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verts++;
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verts++;
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if (ps2_tex->Delayed) {
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gsKit_TexManager_bind(data->gsGlobal, ps2_tex);
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}
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gsKit_prim_triangle_goraud_texture(data->gsGlobal, ps2_tex, x1, y1, u1, v1, x2, y2, u2, v2, x3, y3, u3, v3, 1, c1, c2, c3);
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}
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}
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}
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}
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@ -423,7 +440,7 @@ PS2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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case SDL_RENDERCMD_COPY_EX: /* unused */
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case SDL_RENDERCMD_COPY_EX: /* unused */
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break;
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break;
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case SDL_RENDERCMD_GEOMETRY: {
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case SDL_RENDERCMD_GEOMETRY: {
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PS2_RenderGeometry(renderer, cmd);
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PS2_RenderGeometry(renderer, vertices, cmd);
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break;
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break;
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}
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}
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