VITA: Rewrite and fix RenderCopyEx rotation

This commit is contained in:
Ivan Epifanov 2021-07-13 13:45:28 +03:00 committed by Sam Lantinga
parent dc6f044309
commit 817976da69

View File

@ -549,22 +549,12 @@ VITA_GXM_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const S
return 0;
}
#define PI 3.14159265358979f
#define degToRad(x) ((x)*PI/180.f)
#define degToRad(x) ((x)*M_PI/180.f)
void MathSincos(float r, float *s, float *c)
{
*s = sinf(r);
*c = cosf(r);
}
void Swap(float *a, float *b)
{
float n=*a;
*a = *b;
*b = n;
*s = SDL_sin(r);
*c = SDL_cos(r);
}
static int
@ -622,19 +612,14 @@ VITA_GXM_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Textur
const SDL_Rect * srcrect, const SDL_FRect * dstrect,
const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
{
texture_vertex *vertices;
float u0, v0, u1, v1;
float s, c;
float cw, sw, ch, sh;
VITA_GXM_RenderData *data = (VITA_GXM_RenderData *) renderer->driverdata;
const float centerx = center->x;
const float centery = center->y;
const float x = dstrect->x + centerx;
const float y = dstrect->y + centery;
const float width = dstrect->w - centerx;
const float height = dstrect->h - centery;
texture_vertex *vertices;
float u0, v0, u1, v1;
float x0, y0, x1, y1;
float s, c;
const float centerx = center->x + dstrect->x;
const float centery = center->y + dstrect->y;
cmd->data.draw.count = 1;
@ -646,52 +631,62 @@ VITA_GXM_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Textur
cmd->data.draw.first = (size_t)vertices;
cmd->data.draw.texture = texture;
if (flip & SDL_FLIP_HORIZONTAL) {
x0 = dstrect->x + dstrect->w;
x1 = dstrect->x;
} else {
x0 = dstrect->x;
x1 = dstrect->x + dstrect->w;
}
if (flip & SDL_FLIP_VERTICAL) {
y0 = dstrect->y + dstrect->h;
y1 = dstrect->y;
} else {
y0 = dstrect->y;
y1 = dstrect->y + dstrect->h;
}
u0 = (float)srcrect->x / (float)texture->w;
v0 = (float)srcrect->y / (float)texture->h;
u1 = (float)(srcrect->x + srcrect->w) / (float)texture->w;
v1 = (float)(srcrect->y + srcrect->h) / (float)texture->h;
if (flip & SDL_FLIP_VERTICAL) {
Swap(&v0, &v1);
}
if (flip & SDL_FLIP_HORIZONTAL) {
Swap(&u0, &u1);
}
MathSincos(degToRad(angle), &s, &c);
cw = c * width;
sw = s * width;
ch = c * height;
sh = s * height;
vertices[0].x = x - cw + sh;
vertices[0].y = y - sw - ch;
vertices[0].x = x0 - centerx;
vertices[0].y = y0 - centery;
vertices[0].z = +0.5f;
vertices[0].u = u0;
vertices[0].v = v0;
vertices[1].x = x + cw + sh;
vertices[1].y = y + sw - ch;
vertices[1].x = x1 - centerx;
vertices[1].y = y0 - centery;
vertices[1].z = +0.5f;
vertices[1].u = u1;
vertices[1].v = v0;
vertices[2].x = x - cw - sh;
vertices[2].y = y - sw + ch;
vertices[2].x = x0 - centerx;
vertices[2].y = y1 - centery;
vertices[2].z = +0.5f;
vertices[2].u = u0;
vertices[2].v = v1;
vertices[3].x = x + cw - sh;
vertices[3].y = y + sw + ch;
vertices[3].x = x1 - centerx;
vertices[3].y = y1 - centery;
vertices[3].z = +0.5f;
vertices[3].u = u1;
vertices[3].v = v1;
for (int i = 0; i < 4; ++i)
{
float _x = vertices[i].x;
float _y = vertices[i].y;
vertices[i].x = _x * c - _y * s + centerx;
vertices[i].y = _x * s + _y * c + centery;
}
return 0;
}