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Make render to use new functions
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fjtrujy authored and slouken committed Oct 28, 2022
1 parent f500c14 commit 5de01eb
Showing 1 changed file with 22 additions and 98 deletions.
120 changes: 22 additions & 98 deletions src/render/ps2/SDL_render_ps2.c
Expand Up @@ -225,34 +225,11 @@ PS2_QueueSetViewport(SDL_Renderer * renderer, SDL_RenderCommand *cmd)
return 0; /* nothing to do in this backend. */
}

static int
PS2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
PS2_RenderData *data = (PS2_RenderData *) renderer->driverdata;
uint64_t color = data->drawColor;
color_vertex *vertex = (color_vertex *) SDL_AllocateRenderVertices(renderer, (count-1) * sizeof (color_vertex) * 2, 4, &cmd->data.draw.first);

cmd->data.draw.first = (size_t)vertex;
cmd->data.draw.count = (count-1) * 2;

for (int i = 0; i < count-1; i++)
{
vertex[i*2].x = points[i].x;
vertex[i*2].y = points[i].y;
vertex[i*2].color = color;

vertex[i*2+1].x = points[i+1].x;
vertex[i*2+1].y = points[i+1].y;
vertex[i*2+1].color = color;
}

return 0;
}

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);
PS2_RenderData *data = (PS2_RenderData *) renderer->driverdata;
GSPRIMPOINT *verts = (GSPRIMPOINT *) SDL_AllocateRenderVertices(renderer, count * sizeof (GSPRIMPOINT), 4, &cmd->data.draw.first);
int i;

if (!verts) {
Expand All @@ -261,9 +238,15 @@ PS2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F

cmd->data.draw.count = 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;
const gs_rgbaq rgbaq = color_to_RGBAQ(ColorR, ColorG, ColorB, ColorA);

for (i = 0; i < count; i++, verts++, points++) {
verts->x = points->x;
verts->y = points->y;
verts->xyz2 = vertex_to_XYZ2(data->gsGlobal, points->x, points->y, 0);
verts->rgbaq = rgbaq;
}
return 0;
}
Expand Down Expand Up @@ -322,12 +305,8 @@ PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
}

} else {
color_vertex *vertices;

vertices = (color_vertex *)SDL_AllocateRenderVertices(renderer,
count * sizeof(color_vertex),
4,
&cmd->data.draw.first);
PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
GSPRIMPOINT *vertices = (GSPRIMPOINT *) SDL_AllocateRenderVertices(renderer, count * sizeof (GSPRIMPOINT), 4, &cmd->data.draw.first);

if (!vertices) {
return -1;
Expand All @@ -351,9 +330,8 @@ 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->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->xyz2 = vertex_to_XYZ2(data->gsGlobal, xy_[0] * scale_x, xy_[1] * scale_y, 0);
vertices->rgbaq = color_to_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1);

vertices++;
}
Expand Down Expand Up @@ -514,33 +492,8 @@ PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cm
gsKit_prim_triangle_goraud_texture(data->gsGlobal, ps2_tex, x1, y1, u1, v1, x2, y2, u2, v2, x3, y3, u3, v3, 0, c1, c2, c3);
}
} else {
const color_vertex *verts = (color_vertex *) (vertices + cmd->data.draw.first);

for (i = 0; i < count/3; i++) {
x1 = verts->x;
y1 = verts->y;

c1 = verts->color;

verts++;

x2 = verts->x;
y2 = verts->y;

c2 = verts->color;

verts++;

x3 = verts->x;
y3 = verts->y;

c3 = verts->color;

verts++;

gsKit_prim_triangle_gouraud(data->gsGlobal, x1, y1, x2, y2, x3, y3, 0, c1, c2, c3);

}
const GSPRIMPOINT *verts = (GSPRIMPOINT *) (vertices + cmd->data.draw.first);
gsKit_prim_list_triangle_gouraud_3d(data->gsGlobal, count, verts);
}

return 0;
Expand All @@ -550,27 +503,12 @@ PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand *cm
int
PS2_RenderLines(SDL_Renderer *renderer, void *vertices, SDL_RenderCommand * cmd)
{
PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
float x1, y1, x2, y2;
uint64_t c1, c2;
int i;

const PS2_RenderData *data = (PS2_RenderData *)renderer->driverdata;
const size_t count = cmd->data.draw.count;

const color_vertex *verts = (color_vertex *) (vertices + cmd->data.draw.first);
const GSPRIMPOINT *verts = (GSPRIMPOINT *) (vertices + cmd->data.draw.first);

PS2_SetBlendMode(data, cmd->data.draw.blend);

for (i = 0; i < count-1; i++, verts++) {
x1 = verts[i*2].x;
y1 = verts[i*2].y;
c1 = verts[i*2].color;

x2 = verts[i*2+1].x;
y2 = verts[i*2+1].y;
c2 = verts[i*2+1].color;
gsKit_prim_line_goraud(data->gsGlobal, x1, y1, x2, y2, 0, c1, c2);
}
gsKit_prim_list_line_goraud_3d(data->gsGlobal, count, verts);

/* We're done! */
return 0;
Expand All @@ -580,25 +518,11 @@ 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;

const clear_vertex *verts = (clear_vertex *) (vertices + cmd->data.draw.first);
const GSPRIMPOINT *verts = (GSPRIMPOINT *) (vertices + cmd->data.draw.first);

PS2_SetBlendMode(data, cmd->data.draw.blend);

color = GS_SETREG_RGBAQ(ColorR, ColorG, ColorB, ColorA, 0x00);

for (i = 0; i < count; i++, verts++) {
gsKit_prim_point(data->gsGlobal, verts->x, verts->y, 0, color);
}
gsKit_prim_list_points(data->gsGlobal, count, verts);

/* We're done! */
return 0;
Expand Down Expand Up @@ -805,7 +729,7 @@ PS2_CreateRenderer(SDL_Window * window, Uint32 flags)
renderer->QueueSetViewport = PS2_QueueSetViewport;
renderer->QueueSetDrawColor = PS2_QueueSetViewport;
renderer->QueueDrawPoints = PS2_QueueDrawPoints;
renderer->QueueDrawLines = PS2_QueueDrawLines;
renderer->QueueDrawLines = PS2_QueueDrawPoints;
renderer->QueueGeometry = PS2_QueueGeometry;
renderer->RunCommandQueue = PS2_RunCommandQueue;
renderer->RenderReadPixels = PS2_RenderReadPixels;
Expand Down

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