Vertex pointer revision

Now triangles are fully working
This commit is contained in:
Daniel Santos 2022-07-07 11:37:20 -03:00 committed by Sam Lantinga
parent 726180445e
commit acf48f14ac
1 changed files with 61 additions and 54 deletions

View File

@ -257,11 +257,11 @@ PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
col_ = *(SDL_Color *)((char*)color + j * color_stride);
uv_ = (float *)((char*)uv + j * uv_stride);
vertices[i].x = xy_[0] * scale_x;
vertices[i].y = xy_[1] * scale_y;
vertices[i].u = uv_[0];
vertices[i].v = uv_[1];
vertices[i].color = GS_SETREG_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1, 0x00);
vertices->x = xy_[0] * scale_x;
vertices->y = xy_[1] * scale_y;
vertices->u = uv_[0];
vertices->v = uv_[1];
vertices->color = GS_SETREG_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1, 0x00);
vertices++;
}
@ -296,9 +296,9 @@ PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
vertices[i].x = xy_[0] * scale_x;
vertices[i].y = xy_[1] * scale_y;
vertices[i].color = GS_SETREG_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1, 0x00);;
vertices->x = xy_[0] * scale_x;
vertices->y = xy_[1] * scale_y;
vertices->color = GS_SETREG_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1, 0x00);;
vertices++;
}
@ -344,75 +344,82 @@ PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
static int
PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cmd)
{
int i;
uint64_t c1, c2, c3;
float x1, y1, x2, y2, x3, y3;
float u1, v1, u2, v2, u3, v3;
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 *) (vertices + cmd->data.draw.first);
for (int i = 0; i < count/3; i++) {
float x1 = verts->x;
float y1 = verts->y;
uint64_t c1 = verts->color;
verts++;
float x2 = verts->x;
float y2 = verts->y;
uint64_t c2 = verts->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);
}
} else {
if (cmd->data.draw.texture) {
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/3; i++) {
float x1 = verts->x;
float y1 = verts->y;
for (i = 0; i < count/3; i++) {
x1 = verts->x;
y1 = verts->y;
float u1 = verts->u;
float v1 = verts->v;
u1 = verts->u * ps2_tex->Width;
v1 = verts->v * ps2_tex->Height;
uint64_t c1 = verts->color;
c1 = verts->color;
verts++;
float x2 = verts->x;
float y2 = verts->y;
x2 = verts->x;
y2 = verts->y;
float u2 = verts->u;
float v2 = verts->v;
u2 = verts->u * ps2_tex->Width;
v2 = verts->v * ps2_tex->Height;
uint64_t c2 = verts->color;
c2 = verts->color;
verts++;
float x3 = verts->x;
float y3 = verts->y;
x3 = verts->x;
y3 = verts->y;
float u3 = verts->u;
float v3 = verts->v;
u3 = verts->u * ps2_tex->Width;
v3 = verts->v * ps2_tex->Height;
uint64_t c3 = verts->color;
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);
}
} else {
const color_vertex *verts = (color_vertex *) (vertices + cmd->data.draw.first);
for (i = 0; i < count/3; i++) {
x1 = verts->x;
y1 = verts->y;
c1 = verts->color;
verts++;
x2 = verts->x;
y2 = verts->y;
c2 = verts->color;
verts++;
x3 = verts->x;
y3 = verts->y;
c3 = verts->color;
verts++;
gsKit_prim_triangle_gouraud(data->gsGlobal, x1, y1, x2, y2, x3, y3, 1, c1, c2, c3);
}
}
return 0;