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@@ -615,6 +615,64 @@ DirectFB_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const
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return 0;
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}
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+static int
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+DirectFB_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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+ const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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+ int num_vertices, const void *indices, int num_indices, int size_indices,
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+ float scale_x, float scale_y)
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+{
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+ DirectFB_TextureData *texturedata = NULL;
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+ int i;
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+ int count = indices ? num_indices : num_vertices;
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+ float *verts;
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+ int sz = 2 + 4 + (texture ? 2 : 0);
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+
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+ verts = (float *) SDL_AllocateRenderVertices(renderer, count * sz * sizeof (float), 0, &cmd->data.draw.first);
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+ if (!verts) {
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+ return -1;
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+ }
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+
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+ if (texture) {
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+ texturedata = (DirectFB_TextureData *) texture->driverdata;
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+ }
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+
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+ cmd->data.draw.count = count;
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+ size_indices = indices ? size_indices : 0;
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+
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+ for (i = 0; i < count; i++) {
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+ int j;
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+ float *xy_;
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+ SDL_Color col_;
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+ if (size_indices == 4) {
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+ j = ((const Uint32 *)indices)[i];
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+ } else if (size_indices == 2) {
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+ j = ((const Uint16 *)indices)[i];
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+ } else if (size_indices == 1) {
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+ j = ((const Uint8 *)indices)[i];
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+ } else {
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+ j = i;
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+ }
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+
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+ xy_ = (float *)((char*)xy + j * xy_stride);
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+ col_ = *(SDL_Color *)((char*)color + j * color_stride);
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+
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+ *(verts++) = xy_[0] * scale_x;
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+ *(verts++) = xy_[1] * scale_y;
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+
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+ *(verts++) = col_.r;
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+ *(verts++) = col_.g;
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+ *(verts++) = col_.b;
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+ *(verts++) = col_.a;
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+
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+ if (texture) {
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+ float *uv_ = (float *)((char*)uv + j * uv_stride);
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+ *(verts++) = uv_[0];
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+ *(verts++) = uv_[1];
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+ }
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+ }
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+ return 0;
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+}
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+
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static int
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DirectFB_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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@@ -814,6 +872,144 @@ DirectFB_RunCommandQueue(SDL_Renderer * renderer, SDL_RenderCommand *cmd, void *
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break;
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}
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+
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+ case SDL_RENDERCMD_GEOMETRY: {
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+ const float *verts = (float *) (((Uint8 *) vertices) + cmd->data.draw.first);
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+ SDL_Texture *texture = cmd->data.draw.texture;
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+ const size_t count = cmd->data.draw.count;
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+
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+ Uint8 save_r = cmd->data.draw.r;
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+ Uint8 save_g = cmd->data.draw.g;
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+ Uint8 save_b = cmd->data.draw.b;
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+ Uint8 save_a = cmd->data.draw.a;
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+
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+ int j;
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+ for (j = 0; j < count; j += 3)
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+ {
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+ float x1, y1, r1, g1, b1, a1, u1, v1;
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+ float x2, y2, r2, g2, b2, a2, u2, v2;
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+ float x3, y3, r3, g3, b3, a3, u3, v3;
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+
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+ x1 = *(verts++);
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+ y1 = *(verts++);
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+ r1 = *(verts++);
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+ g1 = *(verts++);
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+ b1 = *(verts++);
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+ a1 = *(verts++);
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+ if (texture) {
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+ u1 = *(verts++);
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+ v1 = *(verts++);
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+ }
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+ x2 = *(verts++);
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+ y2 = *(verts++);
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+ r2 = *(verts++);
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+ g2 = *(verts++);
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+ b2 = *(verts++);
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+ a2 = *(verts++);
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+ if (texture) {
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+ u2 = *(verts++);
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+ v2 = *(verts++);
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+ }
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+ x3 = *(verts++);
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+ y3 = *(verts++);
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+ r3 = *(verts++);
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+ g3 = *(verts++);
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+ b3 = *(verts++);
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+ a3 = *(verts++);
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+ if (texture) {
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+ u3 = *(verts++);
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+ v3 = *(verts++);
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+ }
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+
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+
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+ if (texture) {
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+ DFBVertex vertices[3];
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+
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+ DirectFB_TextureData *texturedata = (DirectFB_TextureData *) texture->driverdata;
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+
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+ DFBSurfaceBlittingFlags flags = 0;
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+
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+ int r = (r1 + r2 + r3) / 3;
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+ int g = (g1 + g2 + g3) / 3;
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+ int b = (b1 + b2 + b3) / 3;
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+ int a = (a1 + a2 + a3) / 3;
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+
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+
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+ if (texturedata->isDirty) {
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+ const SDL_Rect rect = { 0, 0, texture->w, texture->h };
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+ DirectFB_UpdateTexture(renderer, texture, &rect, texturedata->pixels, texturedata->pitch);
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+ }
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+
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+ if (a != 0xFF) {
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+ flags |= DSBLIT_BLEND_COLORALPHA;
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+ }
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+
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+ if ((r & g & b) != 0xFF) {
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+ flags |= DSBLIT_COLORIZE;
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+ }
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+
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+ destsurf->SetColor(destsurf, r, g, b, a);
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+
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+ /* ???? flags |= DSBLIT_SRC_PREMULTCOLOR; */
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+
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+ SetBlendMode(data, texture->blendMode, texturedata);
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+
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+ destsurf->SetBlittingFlags(destsurf, data->blitFlags | flags);
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+
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+#if (DFB_VERSION_ATLEAST(1,2,0))
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+ destsurf->SetRenderOptions(destsurf, texturedata->render_options);
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+#endif
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+
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+ vertices[0].x = x1;
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+ vertices[0].y = y1;
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+ vertices[0].z = 0;
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+ vertices[0].w = 0;
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+ vertices[0].s = u1;
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+ vertices[0].t = v1;
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+
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+ vertices[1].x = x2;
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+ vertices[1].y = y2;
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+ vertices[1].z = 0;
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+ vertices[1].w = 0;
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+ vertices[1].s = u2;
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+ vertices[1].t = v2;
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+
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+ vertices[2].x = x3;
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+ vertices[2].y = y3;
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+ vertices[2].z = 0;
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+ vertices[2].w = 0;
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+ vertices[2].s = u3;
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+ vertices[2].t = v3;
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+
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+ destsurf->TextureTriangles(destsurf, texturedata->surface, vertices, NULL, 3, DTTF_LIST);
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+ } else {
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+ DFBTriangle tris;
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+ tris.x1 = x1;
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+ tris.y1 = y1;
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+ tris.x2 = x2;
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+ tris.y2 = y2;
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+ tris.x3 = x3;
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+ tris.y3 = y3;
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+
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+ cmd->data.draw.r = (r1 + r2 + r3) / 3;
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+ cmd->data.draw.g = (g1 + g2 + g3) / 3;
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+ cmd->data.draw.b = (b1 + b2 + b3) / 3;
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+ cmd->data.draw.a = (a1 + a2 + a3) / 3;
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+
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+ PrepareDraw(renderer, cmd);
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+
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+ destsurf->FillTriangles(destsurf, &tris, 1);
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+ }
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+ }
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+
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+ cmd->data.draw.r = save_r;
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+ cmd->data.draw.g = save_g;
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+ cmd->data.draw.b = save_b;
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+ cmd->data.draw.a = save_a;
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+ break;
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+ }
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+
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+
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case SDL_RENDERCMD_COPY_EX:
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break; /* unsupported */
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@@ -984,6 +1180,7 @@ DirectFB_CreateRenderer(SDL_Window * window, Uint32 flags)
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renderer->QueueSetDrawColor = DirectFB_QueueSetViewport; /* SetViewport and SetDrawColor are (currently) no-ops. */
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renderer->QueueDrawPoints = DirectFB_QueueDrawPoints;
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renderer->QueueDrawLines = DirectFB_QueueDrawPoints; /* lines and points queue vertices the same way. */
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+ renderer->QueueGeometry = DirectFB_QueueGeometry;
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renderer->QueueFillRects = DirectFB_QueueFillRects;
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renderer->QueueCopy = DirectFB_QueueCopy;
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renderer->QueueCopyEx = DirectFB_QueueCopyEx;
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