Add textured triangle prim
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diff --git a/src/render/ps2/SDL_render_ps2.c b/src/render/ps2/SDL_render_ps2.c
index 9c5b0e5..708d4f1 100644
--- a/src/render/ps2/SDL_render_ps2.c
+++ b/src/render/ps2/SDL_render_ps2.c
@@ -218,7 +218,6 @@ PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
- PS2_RenderData *data = (PS2_RenderData *) renderer->driverdata;
int i;
int count = indices ? num_indices : num_vertices;
@@ -343,58 +342,76 @@ PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
}
static int
-PS2_RenderGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
+PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cmd)
{
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 *) (cmd->data.draw.first);
+ const color_vertex *verts = (color_vertex *) (vertices + cmd->data.draw.first);
- for (int i = 0; i < count; i += 3) {
- float x1 = verts[i+0].x;
- float y1 = verts[i+0].y;
+ for (int i = 0; i < count/3; i++) {
+ float x1 = verts->x;
+ float y1 = verts->y;
+ uint64_t c1 = verts->color;
- float x2 = verts[i+1].x;
- float y2 = verts[i+1].y;
+ verts++;
- float x3 = verts[i+2].x;
- float y3 = verts[i+2].y;
+ float x2 = verts->x;
+ float y2 = verts->y;
+ uint64_t c2 = verts->color;
- Uint32 c1 = verts[i+0].color;
- Uint32 c2 = verts[i+1].color;
- Uint32 c3 = verts[i+2].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);
+ float x3 = verts->x;
+ float y3 = verts->y;
+ uint64_t c3 = verts->color;
verts++;
- verts++;
- 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 {
- const texture_vertex *verts = (texture_vertex *) (cmd->data.draw.first);
+ 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; i += 3) {
- float x1 = verts[i+0].x;
- float y1 = verts[i+0].y;
+ for (int i = 0; i < count/3; i++) {
+ float x1 = verts->x;
+ float y1 = verts->y;
- float x2 = verts[i+1].x;
- float y2 = verts[i+1].y;
+ float u1 = verts->u;
+ float v1 = verts->v;
- float x3 = verts[i+2].x;
- float y3 = verts[i+2].y;
+ uint64_t c1 = verts->color;
- Uint32 c1 = verts[i+0].color;
- Uint32 c2 = verts[i+1].color;
- Uint32 c3 = verts[i+2].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);
+ float x2 = verts->x;
+ float y2 = verts->y;
+
+ float u2 = verts->u;
+ float v2 = verts->v;
+
+ uint64_t c2 = verts->color;
verts++;
+
+ float x3 = verts->x;
+ float y3 = verts->y;
+
+ float u3 = verts->u;
+ float v3 = verts->v;
+
+ uint64_t c3 = verts->color;
+
verts++;
- 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);
}
}
@@ -423,7 +440,7 @@ PS2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
case SDL_RENDERCMD_COPY_EX: /* unused */
break;
case SDL_RENDERCMD_GEOMETRY: {
- PS2_RenderGeometry(renderer, cmd);
+ PS2_RenderGeometry(renderer, vertices, cmd);
break;
}