Unified the Wii U vertex buffers
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parent
c7bd79e13f
commit
1523f1d3a6
1 changed files with 160 additions and 168 deletions
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@ -50,13 +50,24 @@ typedef struct Viewport
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float height;
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} Viewport;
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typedef struct Coordinate2D
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{
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float x;
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float y;
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} Coordinate2D;
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typedef struct Vertex
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{
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Coordinate2D position;
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Coordinate2D texture;
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} Vertex;
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static WHBGfxShaderGroup texture_shader;
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static WHBGfxShaderGroup texture_colour_key_shader;
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static WHBGfxShaderGroup colour_fill_shader;
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static WHBGfxShaderGroup glyph_shader;
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static GX2RBuffer vertex_position_buffer;
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static GX2RBuffer texture_coordinate_buffer;
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static GX2RBuffer vertex_buffer;
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static GX2Sampler sampler;
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@ -126,96 +137,79 @@ RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_w
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WHBGfxInitFetchShader(&glyph_shader);
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// Initialise vertex position buffer
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vertex_position_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
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vertex_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
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GX2R_RESOURCE_USAGE_CPU_READ |
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GX2R_RESOURCE_USAGE_CPU_WRITE |
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GX2R_RESOURCE_USAGE_GPU_READ);
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vertex_position_buffer.elemSize = 2 * sizeof(float);
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vertex_position_buffer.elemCount = 4;
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vertex_buffer.elemSize = sizeof(Vertex);
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vertex_buffer.elemCount = 4;
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if (GX2RCreateBuffer(&vertex_position_buffer))
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if (GX2RCreateBuffer(&vertex_buffer))
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{
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// Initialise texture coordinate buffer
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texture_coordinate_buffer.flags = (GX2RResourceFlags)(GX2R_RESOURCE_BIND_VERTEX_BUFFER |
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GX2R_RESOURCE_USAGE_CPU_READ |
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GX2R_RESOURCE_USAGE_CPU_WRITE |
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GX2R_RESOURCE_USAGE_GPU_READ);
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texture_coordinate_buffer.elemSize = 2 * sizeof(float);
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texture_coordinate_buffer.elemCount = 4;
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// Initialise sampler
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GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
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if (GX2RCreateBuffer(&texture_coordinate_buffer))
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// Create framebuffer surface
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framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
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if (framebuffer_surface != NULL)
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{
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// Initialise sampler
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GX2InitSampler(&sampler, GX2_TEX_CLAMP_MODE_CLAMP, GX2_TEX_XY_FILTER_MODE_LINEAR);
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// Create a 'context' (this voodoo magic can be used to undo `GX2SetColorBuffer`,
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// allowing us to draw to the screen once again)
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gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
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// Create framebuffer surface
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framebuffer_surface = RenderBackend_CreateSurface(screen_width, screen_height, true);
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if (framebuffer_surface != NULL)
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if (gx2_context != NULL)
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{
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// Create a 'context' (this voodoo magic can be used to undo `GX2SetColorBuffer`,
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// allowing us to draw to the screen once again)
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gx2_context = (GX2ContextState*)aligned_alloc(GX2_CONTEXT_STATE_ALIGNMENT, sizeof(GX2ContextState));
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memset(gx2_context, 0, sizeof(GX2ContextState));
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GX2SetupContextStateEx(gx2_context, TRUE);
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GX2SetContextState(gx2_context);
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if (gx2_context != NULL)
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// Disable depth-test (enabled by default for some reason)
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GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
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// Calculate centred viewports
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switch (GX2GetSystemTVScanMode())
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{
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memset(gx2_context, 0, sizeof(GX2ContextState));
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GX2SetupContextStateEx(gx2_context, TRUE);
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GX2SetContextState(gx2_context);
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// For now, we have to match WUT's broken behaviour (its `GX2TVScanMode`
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// enum is missing values, and the rest are off-by-one)
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//case GX2_TV_SCAN_MODE_576I:
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case GX2_TV_SCAN_MODE_480I: // Actually 576i
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case GX2_TV_SCAN_MODE_480P: // Actually 480i
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CalculateViewport(854, 480, &tv_viewport);
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break;
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// Disable depth-test (enabled by default for some reason)
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GX2SetDepthOnlyControl(FALSE, FALSE, GX2_COMPARE_FUNC_ALWAYS);
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case GX2_TV_SCAN_MODE_720P: // Actually 480p
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default: // Funnel the *real* 1080p into this
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CalculateViewport(1280, 720, &tv_viewport);
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break;
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// Calculate centred viewports
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switch (GX2GetSystemTVScanMode())
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{
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// For now, we have to match WUT's broken behaviour (its `GX2TVScanMode`
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// enum is missing values, and the rest are off-by-one)
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//case GX2_TV_SCAN_MODE_576I:
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case GX2_TV_SCAN_MODE_480I: // Actually 576i
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case GX2_TV_SCAN_MODE_480P: // Actually 480i
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CalculateViewport(854, 480, &tv_viewport);
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break;
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case GX2_TV_SCAN_MODE_720P: // Actually 480p
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default: // Funnel the *real* 1080p into this
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CalculateViewport(1280, 720, &tv_viewport);
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break;
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case GX2_TV_SCAN_MODE_1080I: // Actually invalid
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case GX2_TV_SCAN_MODE_1080P: // Actually 1080i
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CalculateViewport(1920, 1080, &tv_viewport);
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break;
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}
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CalculateViewport(854, 480, &drc_viewport);
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return framebuffer_surface;
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}
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else
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{
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Backend_PrintError("Couldn't allocate memory for the GX2 context");
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case GX2_TV_SCAN_MODE_1080I: // Actually invalid
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case GX2_TV_SCAN_MODE_1080P: // Actually 1080i
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CalculateViewport(1920, 1080, &tv_viewport);
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break;
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}
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RenderBackend_FreeSurface(framebuffer_surface);
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CalculateViewport(854, 480, &drc_viewport);
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return framebuffer_surface;
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}
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else
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{
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Backend_PrintError("Couldn't create the framebuffer surface");
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Backend_PrintError("Couldn't allocate memory for the GX2 context");
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}
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GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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RenderBackend_FreeSurface(framebuffer_surface);
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}
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else
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{
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Backend_PrintError("Couldn't create the texture coordinate buffer");
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Backend_PrintError("Couldn't create the framebuffer surface");
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}
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GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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}
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else
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{
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Backend_PrintError("Couldn't create the vertex position buffer");
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Backend_PrintError("Couldn't create the vertex buffer");
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}
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WHBGfxFreeShaderGroup(&glyph_shader);
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@ -262,8 +256,7 @@ void RenderBackend_Deinit(void)
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RenderBackend_FreeSurface(framebuffer_surface);
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GX2RDestroyBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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GX2RDestroyBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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GX2RDestroyBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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WHBGfxFreeShaderGroup(&glyph_shader);
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WHBGfxFreeShaderGroup(&colour_fill_shader);
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@ -278,29 +271,29 @@ void RenderBackend_DrawScreen(void)
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// Make sure the buffers aren't currently being used before we modify them
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GX2DrawDone();
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Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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// Set buffer to (4:3) full-screen
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float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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position_pointer[0] = -1.0f;
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position_pointer[1] = -1.0f;
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position_pointer[2] = 1.0f;
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position_pointer[3] = -1.0f;
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position_pointer[4] = 1.0f;
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position_pointer[5] = 1.0f;
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position_pointer[6] = -1.0f;
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position_pointer[7] = 1.0f;
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GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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vertex_pointer[0].position.x = -1.0f;
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vertex_pointer[0].position.y = -1.0f;
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vertex_pointer[1].position.x = 1.0f;
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vertex_pointer[1].position.y = -1.0f;
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vertex_pointer[2].position.x = 1.0f;
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vertex_pointer[2].position.y = 1.0f;
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vertex_pointer[3].position.x = -1.0f;
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vertex_pointer[3].position.y = 1.0f;
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// Set buffer to full-texture
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float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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texture_coordinate_pointer[0] = 0.0f;
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texture_coordinate_pointer[1] = 1.0f;
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texture_coordinate_pointer[2] = 1.0f;
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texture_coordinate_pointer[3] = 1.0f;
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texture_coordinate_pointer[4] = 1.0f;
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texture_coordinate_pointer[5] = 0.0f;
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texture_coordinate_pointer[6] = 0.0f;
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texture_coordinate_pointer[7] = 0.0f;
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GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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vertex_pointer[0].texture.x = 0.0f;
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vertex_pointer[0].texture.y = 1.0f;
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vertex_pointer[1].texture.x = 1.0f;
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vertex_pointer[1].texture.y = 1.0f;
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vertex_pointer[2].texture.x = 1.0f;
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vertex_pointer[2].texture.y = 0.0f;
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vertex_pointer[3].texture.x = 0.0f;
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vertex_pointer[3].texture.y = 0.0f;
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GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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// Start drawing
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WHBGfxBeginRender();
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@ -326,8 +319,8 @@ void RenderBackend_DrawScreen(void)
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// Bind a few things
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GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
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GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
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GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
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GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
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GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
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// Draw
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
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// Bind a few things
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GX2SetPixelSampler(&sampler, texture_shader.pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&framebuffer_surface->texture, texture_shader.pixelShader->samplerVars[0].location);
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GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
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GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
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GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
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GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
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// Draw
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
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@ -513,46 +506,45 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
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// Make sure the buffers aren't currently being used before we modify them
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GX2DrawDone();
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Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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// Set vertex position buffer
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const float destination_left = x;
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const float destination_top = y;
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const float destination_right = x + (rect->right - rect->left);
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const float destination_bottom = y + (rect->bottom - rect->top);
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float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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position_pointer[0] = destination_left;
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position_pointer[1] = destination_top;
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position_pointer[2] = destination_right;
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position_pointer[3] = destination_top;
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position_pointer[4] = destination_right;
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position_pointer[5] = destination_bottom;
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position_pointer[6] = destination_left;
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position_pointer[7] = destination_bottom;
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vertex_pointer[0].position.x = destination_left;
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vertex_pointer[0].position.y = destination_top;
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vertex_pointer[1].position.x = destination_right;
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vertex_pointer[1].position.y = destination_top;
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vertex_pointer[2].position.x = destination_right;
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vertex_pointer[2].position.y = destination_bottom;
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vertex_pointer[3].position.x = destination_left;
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vertex_pointer[3].position.y = destination_bottom;
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for (unsigned int i = 0; i < 8; i += 2)
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for (unsigned int i = 0; i < 4; ++i)
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{
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position_pointer[i + 0] /= destination_surface->width;
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position_pointer[i + 0] *= 2.0f;
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position_pointer[i + 0] -= 1.0f;
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vertex_pointer[i].position.x /= destination_surface->width;
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vertex_pointer[i].position.x *= 2.0f;
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vertex_pointer[i].position.x -= 1.0f;
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position_pointer[i + 1] /= destination_surface->height;
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position_pointer[i + 1] *= -2.0f;
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position_pointer[i + 1] += 1.0f;
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vertex_pointer[i].position.y /= destination_surface->height;
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vertex_pointer[i].position.y *= -2.0f;
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vertex_pointer[i].position.y += 1.0f;
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}
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GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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// Set texture coordinate buffer
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float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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texture_coordinate_pointer[0] = rect->left / (float)source_surface->width;
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texture_coordinate_pointer[1] = rect->top / (float)source_surface->height;
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texture_coordinate_pointer[2] = rect->right / (float)source_surface->width;
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texture_coordinate_pointer[3] = rect->top / (float)source_surface->height;
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texture_coordinate_pointer[4] = rect->right / (float)source_surface->width;
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texture_coordinate_pointer[5] = rect->bottom / (float)source_surface->height;
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texture_coordinate_pointer[6] = rect->left / (float)source_surface->width;
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texture_coordinate_pointer[7] = rect->bottom / (float)source_surface->height;
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GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
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vertex_pointer[0].texture.x = rect->left / (float)source_surface->width;
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vertex_pointer[0].texture.y = rect->top / (float)source_surface->height;
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vertex_pointer[1].texture.x = rect->right / (float)source_surface->width;
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vertex_pointer[1].texture.y = rect->top / (float)source_surface->height;
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vertex_pointer[2].texture.x = rect->right / (float)source_surface->width;
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vertex_pointer[2].texture.y = rect->bottom / (float)source_surface->height;
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vertex_pointer[3].texture.x = rect->left / (float)source_surface->width;
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vertex_pointer[3].texture.y = rect->bottom / (float)source_surface->height;
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GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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// Draw to the selected texture, instead of the screen
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GX2SetColorBuffer(&destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
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@ -570,8 +562,8 @@ void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBacke
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// Bind misc. data
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GX2SetPixelSampler(&sampler, shader->pixelShader->samplerVars[0].location);
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GX2SetPixelTexture(&source_surface->texture, shader->pixelShader->samplerVars[0].location);
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GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
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GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
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GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
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GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
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// Draw
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GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
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@ -585,29 +577,30 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
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// Make sure the buffers aren't currently being used before we modify them
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GX2DrawDone();
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Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
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// Set vertex position buffer
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float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
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position_pointer[0] = rect->left;
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position_pointer[1] = rect->top;
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position_pointer[2] = rect->right;
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position_pointer[3] = rect->top;
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position_pointer[4] = rect->right;
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position_pointer[5] = rect->bottom;
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position_pointer[6] = rect->left;
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position_pointer[7] = rect->bottom;
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vertex_pointer[0].position.x = rect->left;
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vertex_pointer[0].position.y = rect->top;
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vertex_pointer[1].position.x = rect->right;
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vertex_pointer[1].position.y = rect->top;
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vertex_pointer[2].position.x = rect->right;
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vertex_pointer[2].position.y = rect->bottom;
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vertex_pointer[3].position.x = rect->left;
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vertex_pointer[3].position.y = rect->bottom;
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for (unsigned int i = 0; i < 8; i += 2)
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for (unsigned int i = 0; i < 4; ++i)
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{
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position_pointer[i + 0] /= surface->width;
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position_pointer[i + 0] *= 2.0f;
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position_pointer[i + 0] -= 1.0f;
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vertex_pointer[i].position.x /= surface->width;
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vertex_pointer[i].position.x *= 2.0f;
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vertex_pointer[i].position.x -= 1.0f;
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position_pointer[i + 1] /= surface->height;
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position_pointer[i + 1] *= -2.0f;
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position_pointer[i + 1] += 1.0f;
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vertex_pointer[i].position.y /= surface->height;
|
||||
vertex_pointer[i].position.y *= -2.0f;
|
||||
vertex_pointer[i].position.y += 1.0f;
|
||||
}
|
||||
|
||||
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
|
||||
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
|
||||
|
||||
// Draw to the selected texture, instead of the screen
|
||||
GX2SetColorBuffer(&surface->colour_buffer, GX2_RENDER_TARGET_0);
|
||||
|
@ -624,7 +617,7 @@ void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBacken
|
|||
GX2SetPixelShader(colour_fill_shader.pixelShader);
|
||||
|
||||
// Bind misc. data
|
||||
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
|
||||
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
|
||||
|
||||
// Draw
|
||||
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
|
||||
|
@ -720,46 +713,45 @@ void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
|
|||
// Make sure the buffers aren't currently being used before we modify them
|
||||
GX2DrawDone();
|
||||
|
||||
Vertex *vertex_pointer = (Vertex*)GX2RLockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
|
||||
|
||||
// Set vertex position buffer
|
||||
const float destination_left = x;
|
||||
const float destination_top = y;
|
||||
const float destination_right = x + glyph->width;
|
||||
const float destination_bottom = y + glyph->height;
|
||||
|
||||
float *position_pointer = (float*)GX2RLockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
|
||||
position_pointer[0] = destination_left;
|
||||
position_pointer[1] = destination_top;
|
||||
position_pointer[2] = destination_right;
|
||||
position_pointer[3] = destination_top;
|
||||
position_pointer[4] = destination_right;
|
||||
position_pointer[5] = destination_bottom;
|
||||
position_pointer[6] = destination_left;
|
||||
position_pointer[7] = destination_bottom;
|
||||
vertex_pointer[0].position.x = destination_left;
|
||||
vertex_pointer[0].position.y = destination_top;
|
||||
vertex_pointer[1].position.x = destination_right;
|
||||
vertex_pointer[1].position.y = destination_top;
|
||||
vertex_pointer[2].position.x = destination_right;
|
||||
vertex_pointer[2].position.y = destination_bottom;
|
||||
vertex_pointer[3].position.x = destination_left;
|
||||
vertex_pointer[3].position.y = destination_bottom;
|
||||
|
||||
for (unsigned int i = 0; i < 8; i += 2)
|
||||
for (unsigned int i = 0; i < 4; ++i)
|
||||
{
|
||||
position_pointer[i + 0] /= glyph_destination_surface->width;
|
||||
position_pointer[i + 0] *= 2.0f;
|
||||
position_pointer[i + 0] -= 1.0f;
|
||||
vertex_pointer[i].position.x /= glyph_destination_surface->width;
|
||||
vertex_pointer[i].position.x *= 2.0f;
|
||||
vertex_pointer[i].position.x -= 1.0f;
|
||||
|
||||
position_pointer[i + 1] /= glyph_destination_surface->height;
|
||||
position_pointer[i + 1] *= -2.0f;
|
||||
position_pointer[i + 1] += 1.0f;
|
||||
vertex_pointer[i].position.y /= glyph_destination_surface->height;
|
||||
vertex_pointer[i].position.y *= -2.0f;
|
||||
vertex_pointer[i].position.y += 1.0f;
|
||||
}
|
||||
|
||||
GX2RUnlockBufferEx(&vertex_position_buffer, (GX2RResourceFlags)0);
|
||||
|
||||
// Set texture coordinate buffer
|
||||
float *texture_coordinate_pointer = (float*)GX2RLockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
|
||||
texture_coordinate_pointer[0] = 0.0f;
|
||||
texture_coordinate_pointer[1] = 0.0f;
|
||||
texture_coordinate_pointer[2] = 1.0f;
|
||||
texture_coordinate_pointer[3] = 0.0f;
|
||||
texture_coordinate_pointer[4] = 1.0f;
|
||||
texture_coordinate_pointer[5] = 1.0f;
|
||||
texture_coordinate_pointer[6] = 0.0f;
|
||||
texture_coordinate_pointer[7] = 1.0f;
|
||||
GX2RUnlockBufferEx(&texture_coordinate_buffer, (GX2RResourceFlags)0);
|
||||
vertex_pointer[0].texture.x = 0.0f;
|
||||
vertex_pointer[0].texture.y = 0.0f;
|
||||
vertex_pointer[1].texture.x = 1.0f;
|
||||
vertex_pointer[1].texture.y = 0.0f;
|
||||
vertex_pointer[2].texture.x = 1.0f;
|
||||
vertex_pointer[2].texture.y = 1.0f;
|
||||
vertex_pointer[3].texture.x = 0.0f;
|
||||
vertex_pointer[3].texture.y = 1.0f;
|
||||
|
||||
GX2RUnlockBufferEx(&vertex_buffer, (GX2RResourceFlags)0);
|
||||
|
||||
// Draw to the selected texture, instead of the screen
|
||||
GX2SetColorBuffer(&glyph_destination_surface->colour_buffer, GX2_RENDER_TARGET_0);
|
||||
|
@ -774,8 +766,8 @@ void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
|
|||
// Bind misc. data
|
||||
GX2SetPixelSampler(&sampler, glyph_shader.pixelShader->samplerVars[0].location);
|
||||
GX2SetPixelTexture(&glyph->texture, glyph_shader.pixelShader->samplerVars[0].location);
|
||||
GX2RSetAttributeBuffer(&vertex_position_buffer, 0, vertex_position_buffer.elemSize, 0);
|
||||
GX2RSetAttributeBuffer(&texture_coordinate_buffer, 1, texture_coordinate_buffer.elemSize, 0);
|
||||
GX2RSetAttributeBuffer(&vertex_buffer, 0, sizeof(Vertex), offsetof(Vertex, position));
|
||||
GX2RSetAttributeBuffer(&vertex_buffer, 1, sizeof(Vertex), offsetof(Vertex, texture));
|
||||
|
||||
// Draw
|
||||
GX2DrawEx(GX2_PRIMITIVE_MODE_QUADS, 4, 0, 1);
|
||||
|
|
Loading…
Add table
Reference in a new issue