Implement RenderPoints

This commit is contained in:
Daniel Santos 2022-07-07 15:00:15 -03:00 committed by Sam Lantinga
parent df6ebc2562
commit 3cb124b98e

View file

@ -208,6 +208,19 @@ PS2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
static int
PS2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
clear_vertex *verts = (clear_vertex *) SDL_AllocateRenderVertices(renderer, count * sizeof (clear_vertex), 4, &cmd->data.draw.first);
int i;
if (!verts) {
return -1;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++, verts++, points++) {
verts->x = points->x;
verts->y = points->y;
}
return 0;
}
@ -474,6 +487,32 @@ PS2_FillRects(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand * cmd)
return 0;
}
int
PS2_RenderPoints(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand * cmd)
{
PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
uint64_t color;
int i;
const size_t count = cmd->data.draw.count;
const uint8_t ColorR = cmd->data.draw.r >> 1;
const uint8_t ColorG = cmd->data.draw.g >> 1;
const uint8_t ColorB = cmd->data.draw.b >> 1;
const uint8_t ColorA = cmd->data.draw.a >> 1;
color = GS_SETREG_RGBAQ(ColorR, ColorG, ColorB, ColorA, 0x00);
const clear_vertex *verts = (clear_vertex *) (vertices + cmd->data.draw.first);
for (i = 0; i < count; i++, verts++) {
gsKit_prim_point(data->gsGlobal, verts->x, verts->y, 0, color);
}
/* We're done! */
return 0;
}
static int
PS2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
{
@ -487,6 +526,10 @@ PS2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
PS2_RenderClear(renderer, cmd);
break;
}
case SDL_RENDERCMD_DRAW_POINTS: {
PS2_RenderPoints(renderer, vertices, cmd);
break;
}
case SDL_RENDERCMD_FILL_RECTS: {
PS2_FillRects(renderer, vertices, cmd);
break;