Fixed metal renderer pixel centers when drawing

This commit is contained in:
Sam Lantinga 2018-01-02 14:11:10 -08:00
parent 07f08b47ff
commit fa86807ceb

View File

@ -816,6 +816,18 @@ METAL_RenderClear(SDL_Renderer * renderer)
return 0; return 0;
}} }}
// adjust pixel center for x and y coordinates
static inline float
adjustx(const float val)
{
return (val + 0.5f);
}
static inline float
adjusty(const float val)
{
return (val - 0.5f);
}
// normalize a value from 0.0f to len into 0.0f to 1.0f. // normalize a value from 0.0f to len into 0.0f to 1.0f.
static inline float static inline float
normtex(const float _val, const float len) normtex(const float _val, const float len)
@ -830,7 +842,12 @@ DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
{ @autoreleasepool { { @autoreleasepool {
METAL_ActivateRenderer(renderer); METAL_ActivateRenderer(renderer);
const size_t vertlen = sizeof(SDL_FPoint) * count; const size_t vertlen = (sizeof (float) * 2) * count;
float *verts = SDL_malloc(vertlen);
if (!verts) {
return SDL_OutOfMemory();
}
METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata; METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
// !!! FIXME: render color should live in a dedicated uniform buffer. // !!! FIXME: render color should live in a dedicated uniform buffer.
@ -838,8 +855,17 @@ DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.mtlpipelineprims, renderer->blendMode)]; [data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.mtlpipelineprims, renderer->blendMode)];
[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0]; [data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
[data.mtlcmdencoder setVertexBytes:points length:vertlen atIndex:0];
float *ptr = verts;
for (int i = 0; i < count; i++, points++) {
*ptr = adjustx(points->x); ptr++;
*ptr = adjusty(points->y); ptr++;
}
[data.mtlcmdencoder setVertexBytes:verts length:vertlen atIndex:0];
[data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count]; [data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count];
SDL_free(verts);
return 0; return 0;
}} }}
@ -871,10 +897,10 @@ METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int coun
if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) continue; if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) continue;
const float verts[] = { const float verts[] = {
rects->x, rects->y + rects->h, adjustx(rects->x), adjusty(rects->y + rects->h),
rects->x, rects->y, adjustx(rects->x), adjusty(rects->y),
rects->x + rects->w, rects->y + rects->h, adjustx(rects->x + rects->w), adjusty(rects->y + rects->h),
rects->x + rects->w, rects->y, adjustx(rects->x + rects->w), adjusty(rects->y)
}; };
[data.mtlcmdencoder setVertexBytes:verts length:sizeof(verts) atIndex:0]; [data.mtlcmdencoder setVertexBytes:verts length:sizeof(verts) atIndex:0];
@ -895,10 +921,10 @@ METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
const float texh = (float) texturedata.mtltexture.height; const float texh = (float) texturedata.mtltexture.height;
const float xy[] = { const float xy[] = {
dstrect->x, dstrect->y + dstrect->h, adjustx(dstrect->x), adjusty(dstrect->y + dstrect->h),
dstrect->x, dstrect->y, adjustx(dstrect->x), adjusty(dstrect->y),
dstrect->x + dstrect->w, dstrect->y + dstrect->h, adjustx(dstrect->x + dstrect->w), adjusty(dstrect->y + dstrect->h),
dstrect->x + dstrect->w, dstrect->y adjustx(dstrect->x + dstrect->w), adjusty(dstrect->y)
}; };
const float uv[] = { const float uv[] = {
@ -965,10 +991,10 @@ METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
}; };
const float xy[] = { const float xy[] = {
-center->x, dstrect->h - center->y, adjustx(-center->x), adjusty(dstrect->h - center->y),
-center->x, -center->y, adjustx(-center->x), adjusty(-center->y),
dstrect->w - center->x, dstrect->h - center->y, adjustx(dstrect->w - center->x), adjusty(dstrect->h - center->y),
dstrect->w - center->x, -center->y, adjustx(dstrect->w - center->x), adjusty(-center->y)
}; };
{ {