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Try triangles
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d5305ee098
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@ -342,6 +342,65 @@ PS2_RenderClear(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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return 0;
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}
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static int
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PS2_RenderGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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{
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PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
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const size_t count = cmd->data.draw.count;
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if (cmd->data.draw.texture == NULL) {
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const color_vertex *verts = (color_vertex *) (cmd->data.draw.first);
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for (int i = 0; i < count; i += 3) {
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float x1 = verts[i+0].x;
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float y1 = verts[i+0].y;
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float x2 = verts[i+1].x;
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float y2 = verts[i+1].y;
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float x3 = verts[i+2].x;
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float y3 = verts[i+2].y;
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Uint32 c1 = verts[i+0].color;
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Uint32 c2 = verts[i+1].color;
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Uint32 c3 = verts[i+2].color;
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//It still need some works to make texture render on-screen
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gsKit_prim_triangle_gouraud(data->gsGlobal, x1, y1, x2, y2, x3, y3, 1, c1, c2, c3);
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verts++;
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verts++;
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verts++;
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}
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} else {
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const texture_vertex *verts = (texture_vertex *) (cmd->data.draw.first);
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for (int i = 0; i < count; i += 3) {
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float x1 = verts[i+0].x;
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float y1 = verts[i+0].y;
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float x2 = verts[i+1].x;
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float y2 = verts[i+1].y;
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float x3 = verts[i+2].x;
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float y3 = verts[i+2].y;
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Uint32 c1 = verts[i+0].color;
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Uint32 c2 = verts[i+1].color;
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Uint32 c3 = verts[i+2].color;
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//It still need some works to make texture render on-screen
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gsKit_prim_triangle_gouraud(data->gsGlobal, x1, y1, x2, y2, x3, y3, 1, c1, c2, c3);
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verts++;
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verts++;
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verts++;
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}
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}
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return 0;
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}
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static int
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PS2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *vertices, size_t vertsize)
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{
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@ -363,6 +422,10 @@ PS2_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
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case SDL_RENDERCMD_COPY_EX: /* unused */
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break;
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case SDL_RENDERCMD_GEOMETRY: {
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PS2_RenderGeometry(renderer, cmd);
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break;
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}
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default:
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break;
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