mirror of https://github.com/encounter/SDL.git
parent
726180445e
commit
acf48f14ac
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@ -257,11 +257,11 @@ PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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uv_ = (float *)((char*)uv + j * uv_stride);
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vertices[i].x = xy_[0] * scale_x;
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vertices[i].y = xy_[1] * scale_y;
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vertices[i].u = uv_[0];
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vertices[i].v = uv_[1];
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vertices[i].color = GS_SETREG_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1, 0x00);
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vertices->x = xy_[0] * scale_x;
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vertices->y = xy_[1] * scale_y;
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vertices->u = uv_[0];
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vertices->v = uv_[1];
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vertices->color = GS_SETREG_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1, 0x00);
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vertices++;
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}
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@ -296,9 +296,9 @@ PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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vertices[i].x = xy_[0] * scale_x;
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vertices[i].y = xy_[1] * scale_y;
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vertices[i].color = GS_SETREG_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1, 0x00);;
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vertices->x = xy_[0] * scale_x;
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vertices->y = xy_[1] * scale_y;
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vertices->color = GS_SETREG_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1, 0x00);;
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vertices++;
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}
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@ -344,76 +344,83 @@ PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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static int
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PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cmd)
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{
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int i;
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uint64_t c1, c2, c3;
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float x1, y1, x2, y2, x3, y3;
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float u1, v1, u2, v2, u3, v3;
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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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if (cmd->data.draw.texture == NULL) {
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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/3; i++) {
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float x1 = verts->x;
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float y1 = verts->y;
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uint64_t c1 = verts->color;
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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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uint64_t c2 = verts->color;
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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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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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gsKit_prim_triangle_gouraud(data->gsGlobal, x1, y1, x2, y2, x3, y3, 1, c1, c2, c3);
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}
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} else {
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if (cmd->data.draw.texture) {
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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/3; i++) {
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float x1 = verts->x;
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float y1 = verts->y;
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for (i = 0; i < count/3; i++) {
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x1 = verts->x;
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y1 = verts->y;
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float u1 = verts->u;
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float v1 = verts->v;
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u1 = verts->u * ps2_tex->Width;
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v1 = verts->v * ps2_tex->Height;
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uint64_t c1 = verts->color;
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c1 = verts->color;
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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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x2 = verts->x;
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y2 = verts->y;
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float u2 = verts->u;
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float v2 = verts->v;
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u2 = verts->u * ps2_tex->Width;
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v2 = verts->v * ps2_tex->Height;
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uint64_t c2 = verts->color;
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c2 = verts->color;
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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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x3 = verts->x;
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y3 = verts->y;
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float u3 = verts->u;
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float v3 = verts->v;
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u3 = verts->u * ps2_tex->Width;
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v3 = verts->v * ps2_tex->Height;
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uint64_t c3 = verts->color;
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c3 = verts->color;
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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_TexManager_bind(data->gsGlobal, ps2_tex);
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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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} else {
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const color_vertex *verts = (color_vertex *) (vertices + cmd->data.draw.first);
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for (i = 0; i < count/3; i++) {
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x1 = verts->x;
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y1 = verts->y;
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c1 = verts->color;
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verts++;
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x2 = verts->x;
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y2 = verts->y;
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c2 = verts->color;
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verts++;
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x3 = verts->x;
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y3 = verts->y;
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c3 = verts->color;
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verts++;
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gsKit_prim_triangle_gouraud(data->gsGlobal, x1, y1, x2, y2, x3, y3, 1, c1, c2, c3);
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}
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}
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return 0;
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}
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