Vertex pointer revision Now triangles are fully working
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diff --git a/src/render/ps2/SDL_render_ps2.c b/src/render/ps2/SDL_render_ps2.c
index 708d4f1..e78e12d 100644
--- a/src/render/ps2/SDL_render_ps2.c
+++ b/src/render/ps2/SDL_render_ps2.c
@@ -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++;
}
@@ -344,76 +344,83 @@ 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;
+ 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 (i = 0; i < count/3; i++) {
+ x1 = verts->x;
+ y1 = verts->y;
- verts++;
+ u1 = verts->u * ps2_tex->Width;
+ v1 = verts->v * ps2_tex->Height;
- float x2 = verts->x;
- float y2 = verts->y;
- uint64_t c2 = verts->color;
+ c1 = verts->color;
verts++;
- float x3 = verts->x;
- float y3 = verts->y;
- uint64_t c3 = verts->color;
+ x2 = verts->x;
+ y2 = verts->y;
+
+ u2 = verts->u * ps2_tex->Width;
+ v2 = verts->v * ps2_tex->Height;
+
+ c2 = 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 {
- 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;
+ x3 = verts->x;
+ y3 = verts->y;
- float u1 = verts->u;
- float v1 = verts->v;
+ u3 = verts->u * ps2_tex->Width;
+ v3 = verts->v * ps2_tex->Height;
- uint64_t c1 = verts->color;
+ c3 = verts->color;
verts++;
- float x2 = verts->x;
- float y2 = verts->y;
+ 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);
- float u2 = verts->u;
- float v2 = verts->v;
+ for (i = 0; i < count/3; i++) {
+ x1 = verts->x;
+ y1 = verts->y;
- uint64_t c2 = verts->color;
+ c1 = verts->color;
verts++;
- float x3 = verts->x;
- float y3 = verts->y;
+ x2 = verts->x;
+ y2 = verts->y;
+
+ c2 = verts->color;
- float u3 = verts->u;
- float v3 = verts->v;
+ verts++;
- uint64_t c3 = verts->color;
+ x3 = verts->x;
+ y3 = verts->y;
+
+ 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);
+ gsKit_prim_triangle_gouraud(data->gsGlobal, x1, y1, x2, y2, x3, y3, 1, c1, c2, c3);
+
}
- }
+ }
return 0;
}