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https://github.com/Relintai/sdl2_frt.git
synced 2024-12-16 11:06:49 +01:00
Fixed metal renderer pixel centers when drawing
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parent
07f08b47ff
commit
fa86807ceb
@ -816,6 +816,18 @@ METAL_RenderClear(SDL_Renderer * renderer)
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return 0;
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}}
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// adjust pixel center for x and y coordinates
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static inline float
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adjustx(const float val)
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{
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return (val + 0.5f);
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}
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static inline float
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adjusty(const float val)
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{
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return (val - 0.5f);
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}
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// normalize a value from 0.0f to len into 0.0f to 1.0f.
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static inline float
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normtex(const float _val, const float len)
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@ -830,7 +842,12 @@ DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
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{ @autoreleasepool {
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METAL_ActivateRenderer(renderer);
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const size_t vertlen = sizeof(SDL_FPoint) * count;
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const size_t vertlen = (sizeof (float) * 2) * count;
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float *verts = SDL_malloc(vertlen);
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if (!verts) {
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return SDL_OutOfMemory();
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}
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METAL_RenderData *data = (__bridge METAL_RenderData *) renderer->driverdata;
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// !!! FIXME: render color should live in a dedicated uniform buffer.
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@ -838,8 +855,17 @@ DrawVerts(SDL_Renderer * renderer, const SDL_FPoint * points, int count,
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[data.mtlcmdencoder setRenderPipelineState:ChoosePipelineState(data, data.mtlpipelineprims, renderer->blendMode)];
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[data.mtlcmdencoder setFragmentBytes:color length:sizeof(color) atIndex:0];
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[data.mtlcmdencoder setVertexBytes:points length:vertlen atIndex:0];
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float *ptr = verts;
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for (int i = 0; i < count; i++, points++) {
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*ptr = adjustx(points->x); ptr++;
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*ptr = adjusty(points->y); ptr++;
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}
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[data.mtlcmdencoder setVertexBytes:verts length:vertlen atIndex:0];
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[data.mtlcmdencoder drawPrimitives:primtype vertexStart:0 vertexCount:count];
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SDL_free(verts);
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return 0;
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}}
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@ -871,10 +897,10 @@ METAL_RenderFillRects(SDL_Renderer * renderer, const SDL_FRect * rects, int coun
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if ((rects->w <= 0.0f) || (rects->h <= 0.0f)) continue;
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const float verts[] = {
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rects->x, rects->y + rects->h,
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rects->x, rects->y,
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rects->x + rects->w, rects->y + rects->h,
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rects->x + rects->w, rects->y,
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adjustx(rects->x), adjusty(rects->y + rects->h),
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adjustx(rects->x), adjusty(rects->y),
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adjustx(rects->x + rects->w), adjusty(rects->y + rects->h),
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adjustx(rects->x + rects->w), adjusty(rects->y)
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};
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[data.mtlcmdencoder setVertexBytes:verts length:sizeof(verts) atIndex:0];
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@ -895,10 +921,10 @@ METAL_RenderCopy(SDL_Renderer * renderer, SDL_Texture * texture,
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const float texh = (float) texturedata.mtltexture.height;
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const float xy[] = {
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dstrect->x, dstrect->y + dstrect->h,
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dstrect->x, dstrect->y,
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dstrect->x + dstrect->w, dstrect->y + dstrect->h,
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dstrect->x + dstrect->w, dstrect->y
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adjustx(dstrect->x), adjusty(dstrect->y + dstrect->h),
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adjustx(dstrect->x), adjusty(dstrect->y),
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adjustx(dstrect->x + dstrect->w), adjusty(dstrect->y + dstrect->h),
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adjustx(dstrect->x + dstrect->w), adjusty(dstrect->y)
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};
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const float uv[] = {
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@ -965,10 +991,10 @@ METAL_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
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};
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const float xy[] = {
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-center->x, dstrect->h - center->y,
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-center->x, -center->y,
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dstrect->w - center->x, dstrect->h - center->y,
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dstrect->w - center->x, -center->y,
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adjustx(-center->x), adjusty(dstrect->h - center->y),
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adjustx(-center->x), adjusty(-center->y),
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adjustx(dstrect->w - center->x), adjusty(dstrect->h - center->y),
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adjustx(dstrect->w - center->x), adjusty(-center->y)
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};
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{
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