mirror of https://github.com/encounter/SDL.git
VITA: Rewrite and fix RenderCopyEx rotation
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dc6f044309
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817976da69
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@ -549,22 +549,12 @@ VITA_GXM_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const S
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return 0;
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}
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#define PI 3.14159265358979f
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#define degToRad(x) ((x)*PI/180.f)
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#define degToRad(x) ((x)*M_PI/180.f)
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void MathSincos(float r, float *s, float *c)
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{
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*s = sinf(r);
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*c = cosf(r);
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}
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void Swap(float *a, float *b)
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{
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float n=*a;
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*a = *b;
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*b = n;
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*s = SDL_sin(r);
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*c = SDL_cos(r);
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}
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static int
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@ -622,19 +612,14 @@ VITA_GXM_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Textur
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const SDL_Rect * srcrect, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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texture_vertex *vertices;
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float u0, v0, u1, v1;
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float s, c;
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float cw, sw, ch, sh;
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VITA_GXM_RenderData *data = (VITA_GXM_RenderData *) renderer->driverdata;
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const float centerx = center->x;
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const float centery = center->y;
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const float x = dstrect->x + centerx;
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const float y = dstrect->y + centery;
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const float width = dstrect->w - centerx;
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const float height = dstrect->h - centery;
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texture_vertex *vertices;
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float u0, v0, u1, v1;
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float x0, y0, x1, y1;
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float s, c;
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const float centerx = center->x + dstrect->x;
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const float centery = center->y + dstrect->y;
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cmd->data.draw.count = 1;
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@ -646,52 +631,62 @@ VITA_GXM_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Textur
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cmd->data.draw.first = (size_t)vertices;
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cmd->data.draw.texture = texture;
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if (flip & SDL_FLIP_HORIZONTAL) {
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x0 = dstrect->x + dstrect->w;
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x1 = dstrect->x;
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} else {
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x0 = dstrect->x;
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x1 = dstrect->x + dstrect->w;
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}
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if (flip & SDL_FLIP_VERTICAL) {
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y0 = dstrect->y + dstrect->h;
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y1 = dstrect->y;
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} else {
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y0 = dstrect->y;
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y1 = dstrect->y + dstrect->h;
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}
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u0 = (float)srcrect->x / (float)texture->w;
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v0 = (float)srcrect->y / (float)texture->h;
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u1 = (float)(srcrect->x + srcrect->w) / (float)texture->w;
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v1 = (float)(srcrect->y + srcrect->h) / (float)texture->h;
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if (flip & SDL_FLIP_VERTICAL) {
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Swap(&v0, &v1);
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}
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if (flip & SDL_FLIP_HORIZONTAL) {
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Swap(&u0, &u1);
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}
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MathSincos(degToRad(angle), &s, &c);
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cw = c * width;
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sw = s * width;
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ch = c * height;
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sh = s * height;
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vertices[0].x = x - cw + sh;
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vertices[0].y = y - sw - ch;
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vertices[0].x = x0 - centerx;
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vertices[0].y = y0 - centery;
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vertices[0].z = +0.5f;
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vertices[0].u = u0;
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vertices[0].v = v0;
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vertices[1].x = x + cw + sh;
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vertices[1].y = y + sw - ch;
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vertices[1].x = x1 - centerx;
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vertices[1].y = y0 - centery;
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vertices[1].z = +0.5f;
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vertices[1].u = u1;
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vertices[1].v = v0;
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vertices[2].x = x - cw - sh;
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vertices[2].y = y - sw + ch;
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vertices[2].x = x0 - centerx;
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vertices[2].y = y1 - centery;
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vertices[2].z = +0.5f;
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vertices[2].u = u0;
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vertices[2].v = v1;
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vertices[3].x = x + cw - sh;
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vertices[3].y = y + sw + ch;
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vertices[3].x = x1 - centerx;
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vertices[3].y = y1 - centery;
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vertices[3].z = +0.5f;
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vertices[3].u = u1;
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vertices[3].v = v1;
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for (int i = 0; i < 4; ++i)
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{
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float _x = vertices[i].x;
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float _y = vertices[i].y;
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vertices[i].x = _x * c - _y * s + centerx;
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vertices[i].y = _x * s + _y * c + centery;
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}
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return 0;
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}
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