PSP: add implementation for RenderGeometry

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Sylvain 2021-10-04 22:00:16 +02:00
parent e92a639b23
commit f080273acd
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GPG key ID: 5F87E02E5BC0939E

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@ -108,9 +108,22 @@ typedef struct
{
float u, v;
float x, y, z;
} VertTV;
typedef struct
{
int col;
float x, y, z;
} VertCV;
typedef struct
{
float u, v;
int col;
float x, y, z;
} VertTCV;
#define PI 3.14159265358979f
#define radToDeg(x) ((x)*180.f/PI)
@ -473,6 +486,94 @@ PSP_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
return 0;
}
static int
PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
int i;
int count = indices ? num_indices : num_vertices;
cmd->data.draw.count = count;
size_indices = indices ? size_indices : 0;
if (texture == NULL) {
VertCV *verts;
verts = (VertCV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertCV), 4, &cmd->data.draw.first);
if (!verts) {
return -1;
}
for (i = 0; i < count; i++) {
int j;
float *xy_;
int col_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(int *)((char*)color + j * color_stride);
verts->x = xy_[0] * scale_x;
verts->y = xy_[1] * scale_y;
verts->z = 0;
verts->col = col_;
verts++;
}
} else {
PSP_TextureData *psp_texture = (PSP_TextureData *) texture->driverdata;
VertTCV *verts;
verts = (VertTCV *) SDL_AllocateRenderVertices(renderer, count * sizeof (VertTCV), 4, &cmd->data.draw.first);
if (!verts) {
return -1;
}
for (i = 0; i < count; i++) {
int j;
float *xy_;
int col_;
float *uv_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
j = ((const Uint16 *)indices)[i];
} else if (size_indices == 1) {
j = ((const Uint8 *)indices)[i];
} else {
j = i;
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(int *)((char*)color + j * color_stride);
uv_ = (float *)((char*)uv + j * uv_stride);
verts->x = xy_[0] * scale_x;
verts->y = xy_[1] * scale_y;
verts->z = 0;
verts->col = col_;
verts->u = uv_[0] * psp_texture->textureWidth;
verts->v = uv_[1] * psp_texture->textureHeight;
verts++;
}
}
return 0;
}
static int
PSP_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
{
@ -853,6 +954,25 @@ PSP_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *verti
break;
}
case SDL_RENDERCMD_GEOMETRY: {
const size_t count = cmd->data.draw.count;
if (cmd->data.draw.texture == NULL) {
const VertCV *verts = (VertCV *) (gpumem + cmd->data.draw.first);
sceGuDisable(GU_TEXTURE_2D);
/* In GU_SMOOTH mode */
sceGuDrawArray(GU_TRIANGLES, GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
sceGuEnable(GU_TEXTURE_2D);
} else {
const VertTCV *verts = (VertTCV *) (gpumem + cmd->data.draw.first);
TextureActivate(cmd->data.draw.texture);
/* Need to force refresh of blending mode, probably something to FIXME */
PSP_SetBlendMode(renderer, SDL_BLENDMODE_INVALID);
PSP_SetBlendMode(renderer, cmd->data.draw.blend);
sceGuDrawArray(GU_TRIANGLES, GU_TEXTURE_32BITF|GU_COLOR_8888|GU_VERTEX_32BITF|GU_TRANSFORM_2D, count, 0, verts);
}
break;
}
case SDL_RENDERCMD_NO_OP:
break;
}
@ -967,6 +1087,7 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueSetDrawColor = PSP_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
renderer->QueueDrawPoints = PSP_QueueDrawPoints;
renderer->QueueDrawLines = PSP_QueueDrawPoints; /* lines and points queue vertices the same way. */
renderer->QueueGeometry = PSP_QueueGeometry;
renderer->QueueFillRects = PSP_QueueFillRects;
renderer->QueueCopy = PSP_QueueCopy;
renderer->QueueCopyEx = PSP_QueueCopyEx;
@ -1028,8 +1149,11 @@ PSP_CreateRenderer(SDL_Window * window, Uint32 flags)
sceGuEnable(GU_SCISSOR_TEST);
/* Backface culling */
/*
FIXME: Culling probably un-needed ? It can conflict with SDL_RENDERCMD_GEOMETRY
sceGuFrontFace(GU_CCW);
sceGuEnable(GU_CULL_FACE);
*/
/* Texturing */
sceGuEnable(GU_TEXTURE_2D);