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