adding texture function

This commit is contained in:
Francisco Javier Trujillo Mata 2022-10-27 00:35:20 +02:00 committed by Sam Lantinga
parent 5de01eb0aa
commit f2ebedae92
1 changed files with 12 additions and 77 deletions

View File

@ -43,25 +43,6 @@
/* Size of Oneshot drawbuffer (Double Buffered, so it uses this size * 2) */
#define RENDER_QUEUE_OS_POOLSIZE 1024 * 1024 * 2 // 2048K of oneshot renderqueue
typedef struct clear_vertex {
float x;
float y;
} clear_vertex;
typedef struct texture_vertex {
float x;
float y;
float u;
float v;
uint64_t color;
} texture_vertex;
typedef struct color_vertex {
float x;
float y;
uint64_t color;
} color_vertex;
typedef struct
{
GSGLOBAL *gsGlobal;
@ -264,18 +245,14 @@ PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
size_indices = indices ? size_indices : 0;
if (texture) {
texture_vertex *vertices;
vertices = (texture_vertex *)SDL_AllocateRenderVertices(renderer,
count * sizeof(texture_vertex),
4,
&cmd->data.draw.first);
GSPRIMUVPOINT *vertices = (GSPRIMUVPOINT *) SDL_AllocateRenderVertices(renderer, count * sizeof (GSPRIMUVPOINT), 4, &cmd->data.draw.first);
PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
GSTEXTURE *ps2_tex = (GSTEXTURE *) texture->driverdata;
if (!vertices) {
return -1;
}
for (i = 0; i < count; i++) {
int j;
float *xy_;
@ -295,11 +272,9 @@ 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->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->xyz2 = vertex_to_XYZ2(data->gsGlobal, xy_[0] * scale_x, xy_[1] * scale_y, 0);
vertices->uv = vertex_to_UV(ps2_tex, uv_[0] * ps2_tex->Width, uv_[1] * ps2_tex->Height);
vertices->rgbaq = color_to_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1);
vertices++;
}
@ -312,7 +287,6 @@ PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
return -1;
}
for (i = 0; i < count; i++) {
int j;
float *xy_;
@ -339,7 +313,6 @@ PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
}
return 0;
}
static int
@ -441,56 +414,18 @@ PS2_SetBlendMode(PS2_RenderData *data, int blendMode)
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 PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
const size_t count = cmd->data.draw.count;
PS2_SetBlendMode(data, cmd->data.draw.blend);
if (cmd->data.draw.texture) {
const texture_vertex *verts = (texture_vertex *) (vertices + cmd->data.draw.first);
const GSPRIMUVPOINT *verts = (GSPRIMUVPOINT *) (vertices + cmd->data.draw.first);
GSTEXTURE *ps2_tex = (GSTEXTURE *) cmd->data.draw.texture->driverdata;
for (i = 0; i < count/3; i++) {
x1 = verts->x;
y1 = verts->y;
u1 = verts->u * ps2_tex->Width;
v1 = verts->v * ps2_tex->Height;
c1 = verts->color;
verts++;
x2 = verts->x;
y2 = verts->y;
u2 = verts->u * ps2_tex->Width;
v2 = verts->v * ps2_tex->Height;
c2 = verts->color;
verts++;
x3 = verts->x;
y3 = verts->y;
u3 = verts->u * ps2_tex->Width;
v3 = verts->v * ps2_tex->Height;
c3 = verts->color;
verts++;
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, 0, c1, c2, c3);
}
gsKit_prim_list_triangle_goraud_texture_uv_3d(data->gsGlobal, ps2_tex, count, verts);
} else {
const GSPRIMPOINT *verts = (GSPRIMPOINT *) (vertices + cmd->data.draw.first);
gsKit_prim_list_triangle_gouraud_3d(data->gsGlobal, count, verts);