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:
Sam Lantinga
2023-03-02 08:56:54 -08:00
parent 199a7af296
commit bd2e2ee7aa
9 changed files with 82 additions and 75 deletions

View File

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