Add textured triangle prim

This commit is contained in:
Daniel Santos 2022-07-07 10:36:48 -03:00 committed by Sam Lantinga
parent 2a70d492f0
commit 726180445e
1 changed files with 50 additions and 33 deletions

View File

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