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https://github.com/libsdl-org/SDL.git
synced 2025-09-08 20:38:14 +00:00
SDL_RenderTexture() and SDL_RenderTextureRotated() take floating point source coordinates
See the discussion at https://discourse.libsdl.org/t/sdl-rendercopyf-uses-ints/36732/8
This commit is contained in:
@@ -599,7 +599,7 @@ static int QueueCmdFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, con
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return retval;
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}
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static int QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect)
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static int QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect)
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{
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SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_COPY, texture);
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int retval = -1;
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@@ -613,7 +613,7 @@ static int QueueCmdCopy(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_
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}
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static int QueueCmdCopyEx(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *srcquad, const SDL_FRect *dstrect,
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const SDL_FRect *srcquad, const SDL_FRect *dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip, float scale_x, float scale_y)
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{
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SDL_RenderCommand *cmd = PrepQueueCmdDraw(renderer, SDL_RENDERCMD_COPY_EX, texture);
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@@ -2150,10 +2150,10 @@ static int UpdateLogicalPresentation(SDL_Renderer *renderer)
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real_aspect = (float)output_w / output_h;
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}
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renderer->logical_src_rect.x = 0;
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renderer->logical_src_rect.y = 0;
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renderer->logical_src_rect.w = logical_w;
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renderer->logical_src_rect.h = logical_h;
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renderer->logical_src_rect.x = 0.0f;
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renderer->logical_src_rect.y = 0.0f;
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renderer->logical_src_rect.w = (float)logical_w;
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renderer->logical_src_rect.h = (float)logical_h;
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if (renderer->logical_presentation_mode == SDL_LOGICAL_PRESENTATION_INTEGER_SCALE) {
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if (want_aspect > real_aspect) {
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@@ -2309,7 +2309,7 @@ int SDL_RenderCoordinatesFromWindow(SDL_Renderer *renderer, float window_x, floa
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/* Convert from pixels within the window to pixels within the view */
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if (renderer->logical_target) {
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const SDL_Rect *src = &renderer->logical_src_rect;
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const SDL_FRect *src = &renderer->logical_src_rect;
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const SDL_FRect *dst = &renderer->logical_dst_rect;
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render_x = ((render_x - dst->x) * src->w) / dst->w;
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render_y = ((render_y - dst->y) * src->h) / dst->h;
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@@ -2350,7 +2350,7 @@ int SDL_RenderCoordinatesToWindow(SDL_Renderer *renderer, float x, float y, floa
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/* Convert from pixels within the view to pixels within the window */
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if (renderer->logical_target) {
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const SDL_Rect *src = &renderer->logical_src_rect;
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const SDL_FRect *src = &renderer->logical_src_rect;
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const SDL_FRect *dst = &renderer->logical_dst_rect;
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x = dst->x + ((x * dst->w) / src->w);
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y = dst->y + ((y * dst->h) / src->h);
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@@ -2386,7 +2386,7 @@ int SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event
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/* Convert from pixels within the window to pixels within the view */
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if (renderer->logical_target) {
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const SDL_Rect *src = &renderer->logical_src_rect;
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const SDL_FRect *src = &renderer->logical_src_rect;
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const SDL_FRect *dst = &renderer->logical_dst_rect;
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scale = (scale * src->w) / dst->w;
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}
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@@ -2409,7 +2409,7 @@ int SDL_ConvertEventToRenderCoordinates(SDL_Renderer *renderer, SDL_Event *event
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/* Convert from pixels within the window to pixels within the view */
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if (renderer->logical_target) {
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const SDL_Rect *src = &renderer->logical_src_rect;
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const SDL_FRect *src = &renderer->logical_src_rect;
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const SDL_FRect *dst = &renderer->logical_dst_rect;
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scale = (scale * src->h) / dst->h;
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}
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@@ -3129,9 +3129,9 @@ int SDL_RenderFillRects(SDL_Renderer *renderer, const SDL_FRect *rects, int coun
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return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
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}
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int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Rect *srcrect, const SDL_FRect *dstrect)
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int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_FRect *srcrect, const SDL_FRect *dstrect)
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{
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SDL_Rect real_srcrect;
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SDL_FRect real_srcrect;
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SDL_FRect real_dstrect;
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int retval;
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int use_rendergeometry;
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@@ -3152,12 +3152,12 @@ int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Re
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use_rendergeometry = (renderer->QueueCopy == NULL);
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real_srcrect.x = 0;
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real_srcrect.y = 0;
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real_srcrect.w = texture->w;
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real_srcrect.h = texture->h;
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real_srcrect.x = 0.0f;
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real_srcrect.y = 0.0f;
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real_srcrect.w = (float)texture->w;
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real_srcrect.h = (float)texture->h;
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if (srcrect) {
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if (!SDL_GetRectIntersection(srcrect, &real_srcrect, &real_srcrect)) {
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if (!SDL_GetRectIntersectionFloat(srcrect, &real_srcrect, &real_srcrect)) {
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return 0;
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}
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}
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@@ -3188,10 +3188,10 @@ int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Re
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float minu, minv, maxu, maxv;
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float minx, miny, maxx, maxy;
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minu = (float)(real_srcrect.x) / (float)texture->w;
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minv = (float)(real_srcrect.y) / (float)texture->h;
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maxu = (float)(real_srcrect.x + real_srcrect.w) / (float)texture->w;
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maxv = (float)(real_srcrect.y + real_srcrect.h) / (float)texture->h;
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minu = real_srcrect.x / texture->w;
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minv = real_srcrect.y / texture->h;
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maxu = (real_srcrect.x + real_srcrect.w) / texture->w;
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maxv = (real_srcrect.y + real_srcrect.h) / texture->h;
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minx = real_dstrect.x;
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miny = real_dstrect.y;
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@@ -3235,10 +3235,10 @@ int SDL_RenderTexture(SDL_Renderer *renderer, SDL_Texture *texture, const SDL_Re
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}
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int SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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const SDL_Rect *srcrect, const SDL_FRect *dstrect,
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const SDL_FRect *srcrect, const SDL_FRect *dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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SDL_Rect real_srcrect;
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SDL_FRect real_srcrect;
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SDL_FRect real_dstrect;
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SDL_FPoint real_center;
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int retval;
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@@ -3267,12 +3267,12 @@ int SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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use_rendergeometry = (renderer->QueueCopyEx == NULL);
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real_srcrect.x = 0;
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real_srcrect.y = 0;
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real_srcrect.w = texture->w;
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real_srcrect.h = texture->h;
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real_srcrect.x = 0.0f;
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real_srcrect.y = 0.0f;
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real_srcrect.w = (float)texture->w;
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real_srcrect.h = (float)texture->h;
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if (srcrect) {
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if (!SDL_GetRectIntersection(srcrect, &real_srcrect, &real_srcrect)) {
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if (!SDL_GetRectIntersectionFloat(srcrect, &real_srcrect, &real_srcrect)) {
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return 0;
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}
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}
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@@ -3317,10 +3317,10 @@ int SDL_RenderTextureRotated(SDL_Renderer *renderer, SDL_Texture *texture,
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const float s = SDL_sinf(radian_angle);
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const float c = SDL_cosf(radian_angle);
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minu = (float)(real_srcrect.x) / (float)texture->w;
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minv = (float)(real_srcrect.y) / (float)texture->h;
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maxu = (float)(real_srcrect.x + real_srcrect.w) / (float)texture->w;
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maxv = (float)(real_srcrect.y + real_srcrect.h) / (float)texture->h;
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minu = real_srcrect.x / texture->w;
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minv = real_srcrect.y / texture->h;
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maxu = (real_srcrect.x + real_srcrect.w) / texture->w;
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maxv = (real_srcrect.y + real_srcrect.h) / texture->h;
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centerx = real_center.x + real_dstrect.x;
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centery = real_center.y + real_dstrect.y;
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@@ -3667,7 +3667,7 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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/* Start rendering rect */
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if (is_quad) {
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SDL_Rect s;
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SDL_FRect s;
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SDL_FRect d;
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const float *xy0_, *xy1_, *uv0_, *uv1_;
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SDL_Color col0_ = *(const SDL_Color *)((const char *)color + k0 * color_stride);
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@@ -3678,10 +3678,10 @@ static int SDLCALL SDL_SW_RenderGeometryRaw(SDL_Renderer *renderer,
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if (texture) {
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uv0_ = (const float *)((const char *)uv + A * uv_stride);
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uv1_ = (const float *)((const char *)uv + B * uv_stride);
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s.x = (int)(uv0_[0] * texw);
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s.y = (int)(uv0_[1] * texh);
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s.w = (int)(uv1_[0] * texw - s.x);
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s.h = (int)(uv1_[1] * texh - s.y);
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s.x = uv0_[0] * texw;
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s.y = uv0_[1] * texh;
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s.w = uv1_[0] * texw - s.x;
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s.h = uv1_[1] * texh - s.y;
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}
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d.x = xy0_[0];
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