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Using UV instead of STQ

Francisco Javier Trujillo Mata 2 years ago
parent
commit
32fd45cf48
1 changed files with 6 additions and 5 deletions
  1. 6 5
      src/render/ps2/SDL_render_ps2.c

+ 6 - 5
src/render/ps2/SDL_render_ps2.c

@@ -234,7 +234,8 @@ static int PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
     size_indices = indices ? size_indices : 0;
 
     if (texture) {
-        GSPRIMSTQPOINT *vertices = (GSPRIMSTQPOINT *)SDL_AllocateRenderVertices(renderer, count * sizeof(GSPRIMSTQPOINT), 4, &cmd->data.draw.first);
+        GSPRIMUVPOINT *vertices = (GSPRIMUVPOINT *) SDL_AllocateRenderVertices(renderer, count * sizeof (GSPRIMUVPOINT), 4, &cmd->data.draw.first);
+        GSTEXTURE *ps2_tex = (GSTEXTURE *) texture->driverdata;
 
         if (vertices == NULL) {
             return -1;
@@ -260,8 +261,8 @@ static int PS2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL
             uv_ = (float *)((char *)uv + j * uv_stride);
 
             vertices->xyz2 = vertex_to_XYZ2(data->gsGlobal, xy_[0] * scale_x, xy_[1] * scale_y, 0);
-            vertices->stq = vertex_to_STQ(uv_[0], uv_[1]);
-            vertices->rgbaq = color_to_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1, 1.0f);
+            vertices->rgbaq = color_to_RGBAQ(col_.r >> 1, col_.g >> 1, col_.b >> 1, col_.a >> 1, 0);
+            vertices->uv = vertex_to_UV(ps2_tex, uv_[0] * ps2_tex->Width, uv_[1] * ps2_tex->Height);
 
             vertices++;
         }
@@ -401,11 +402,11 @@ static int PS2_RenderGeometry(SDL_Renderer *renderer, void *vertices, SDL_Render
     PS2_SetBlendMode(data, cmd->data.draw.blend);
 
     if (cmd->data.draw.texture) {
-        const GSPRIMSTQPOINT *verts = (GSPRIMSTQPOINT *)(vertices + cmd->data.draw.first);
+        const GSPRIMUVPOINT *verts = (GSPRIMUVPOINT *) (vertices + cmd->data.draw.first);
         GSTEXTURE *ps2_tex = (GSTEXTURE *)cmd->data.draw.texture->driverdata;
 
         gsKit_TexManager_bind(data->gsGlobal, ps2_tex);
-        gsKit_prim_list_triangle_goraud_texture_stq_3d(data->gsGlobal, ps2_tex, count, verts);
+        gsKit_prim_list_triangle_goraud_texture_uv_3d(data->gsGlobal, ps2_tex, count, verts);
     } else {
         const GSPRIMPOINT *verts = (GSPRIMPOINT *)(vertices + cmd->data.draw.first);
         gsKit_prim_list_triangle_gouraud_3d(data->gsGlobal, count, verts);