From cc37c38e30a8106ea8e82242a24dd41444a10abe Mon Sep 17 00:00:00 2001
From: Sylvain <[EMAIL REDACTED]>
Date: Thu, 1 Apr 2021 09:55:00 +0200
Subject: [PATCH] Add SDL_RenderGeometry based on SDL_RenderGeometryRaw
---
include/SDL_render.h | 29 +++++++++++++++++++++++++++++
src/dynapi/SDL_dynapi_overrides.h | 1 +
src/dynapi/SDL_dynapi_procs.h | 1 +
src/render/SDL_render.c | 19 +++++++++++++++++++
4 files changed, 50 insertions(+)
diff --git a/include/SDL_render.h b/include/SDL_render.h
index 1022f9c96d..056ce39823 100644
--- a/include/SDL_render.h
+++ b/include/SDL_render.h
@@ -85,6 +85,16 @@ typedef struct SDL_RendererInfo
int max_texture_height; /**< The maximum texture height */
} SDL_RendererInfo;
+/**
+ * \brief Vertex structure
+ */
+typedef struct SDL_Vertex
+{
+ SDL_FPoint position; /**< Vertex position, in SDL_Renderer coordinates */
+ SDL_Color color; /**< Vertex color */
+ SDL_FPoint tex_coord; /**< Normalized texture coordinates, if needed */
+} SDL_Vertex;
+
/**
* The scaling mode for a texture.
*/
@@ -1441,6 +1451,25 @@ extern DECLSPEC int SDLCALL SDL_RenderCopyExF(SDL_Renderer * renderer,
const SDL_FPoint *center,
const SDL_RendererFlip flip);
+/**
+ * \brief Render a list of triangles, optionally using a texture and indices into the vertex array
+ * Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
+ *
+ * \param texture (optional) The SDL texture to use.
+ * \param vertices Vertices.
+ * \param num_vertices Number of vertices.
+ * \param indices (optional) An array of integer indices into the 'vertices' array, if NULL all vertices will be rendered in sequential order.
+ * \param num_indices Number of indices.
+ *
+ * \sa SDL_Vertex
+ *
+ * \return 0 on success, or -1 if the operation is not supported
+ */
+extern DECLSPEC int SDLCALL SDL_RenderGeometry(SDL_Renderer *renderer,
+ SDL_Texture *texture,
+ const SDL_Vertex *vertices, int num_vertices,
+ const int *indices, int num_indices);
+
/**
* \brief Render a list of triangles, optionally using a texture and indices into the vertex arrays
* Color and alpha modulation is done per vertex (SDL_SetTextureColorMod and SDL_SetTextureAlphaMod are ignored).
diff --git a/src/dynapi/SDL_dynapi_overrides.h b/src/dynapi/SDL_dynapi_overrides.h
index 6a849c4fd4..98cf07979f 100644
--- a/src/dynapi/SDL_dynapi_overrides.h
+++ b/src/dynapi/SDL_dynapi_overrides.h
@@ -819,3 +819,4 @@
#define SDL_GetTextureUserData SDL_GetTextureUserData_REAL
#define SDL_RenderGeometry SDL_RenderGeometry_REAL
#define SDL_RenderGeometryRaw SDL_RenderGeometryRaw_REAL
+#define SDL_RenderGeometry SDL_RenderGeometry_REAL
diff --git a/src/dynapi/SDL_dynapi_procs.h b/src/dynapi/SDL_dynapi_procs.h
index 88ecb994a5..524e80b7a0 100644
--- a/src/dynapi/SDL_dynapi_procs.h
+++ b/src/dynapi/SDL_dynapi_procs.h
@@ -884,3 +884,4 @@ SDL_DYNAPI_PROC(int,SDL_SetTextureUserData,(SDL_Texture *a, void *b),(a,b),retur
SDL_DYNAPI_PROC(void*,SDL_GetTextureUserData,(SDL_Texture *a),(a),return)
SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, SDL_Vertex *c, int d, int *e, int f),(a,b,c,d,e,f),return)
SDL_DYNAPI_PROC(int,SDL_RenderGeometryRaw,(SDL_Renderer *a, SDL_Texture *b, const float *c, int d, const int *e, int f, const float *g, int h, int i, const void *j, int k, int l),(a,b,c,d,e,f,g,h,i,j,k,l),return)
+SDL_DYNAPI_PROC(int,SDL_RenderGeometry,(SDL_Renderer *a, SDL_Texture *b, const SDL_Vertex *c, int d, const int *e, int f),(a,b,c,d,e,f),return)
diff --git a/src/render/SDL_render.c b/src/render/SDL_render.c
index d8c49ba49c..d25fdd2c3e 100644
--- a/src/render/SDL_render.c
+++ b/src/render/SDL_render.c
@@ -3330,6 +3330,25 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
return retval < 0 ? retval : FlushRenderCommandsIfNotBatching(renderer);
}
+
+#define SDL_OFFSETOF(_TYPE,_MEMBER) ((size_t)&(((_TYPE*)0)->_MEMBER))
+int
+SDL_RenderGeometry(SDL_Renderer *renderer,
+ SDL_Texture *texture,
+ const SDL_Vertex *vertices, int num_vertices,
+ const int *indices, int num_indices)
+{
+ const float *xy = (const float *)((const Uint8 *)vertices + SDL_OFFSETOF(SDL_Vertex, position));
+ int xy_stride = sizeof (SDL_Vertex);
+ const int *color = (const int *) ((const Uint8 *)vertices + SDL_OFFSETOF(SDL_Vertex, color));
+ int color_stride = sizeof (SDL_Vertex);
+ const float *uv = (const float *)((const Uint8 *)vertices + SDL_OFFSETOF(SDL_Vertex, tex_coord));
+ int uv_stride = sizeof (SDL_Vertex);
+ int size_indice = 4;
+
+ return SDL_RenderGeometryRaw(renderer, texture, xy, xy_stride, color, color_stride, uv, uv_stride, num_vertices, indices, num_indices, size_indice);
+}
+
int
SDL_RenderGeometryRaw(SDL_Renderer *renderer,
SDL_Texture *texture,