Make RenderCopyEx rotate around center

This still isn't perfect. The rotation is the wrong way around and the
images are upside down.
main
Wouter Wijsman 2022-02-08 18:03:11 +01:00 committed by Sam Lantinga
parent 2df2da11f6
commit 2b572dff88
1 changed files with 17 additions and 15 deletions

View File

@ -891,15 +891,13 @@ PSP_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
const float width = dstrect->w - centerx; const float width = dstrect->w - centerx;
const float height = dstrect->h - centery; const float height = dstrect->h - centery;
float s, c; float s, c;
float cw, sw, ch, sh; float cw1, sw1, ch1, sh1, cw2, sw2, ch2, sh2;
float u0 = srcrect->x; float u0 = srcrect->x;
float v0 = srcrect->y; float v0 = srcrect->y;
float u1 = srcrect->x + srcrect->w; float u1 = srcrect->x + srcrect->w;
float v1 = srcrect->y + srcrect->h; float v1 = srcrect->y + srcrect->h;
if (!verts) { if (!verts) {
return -1; return -1;
} }
@ -908,10 +906,14 @@ PSP_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
MathSincos(degToRad(angle), &s, &c); MathSincos(degToRad(angle), &s, &c);
cw = c * width; cw1 = c * width;
sw = s * width; sw1 = s * width;
ch = c * height; ch1 = c * height;
sh = s * height; sh1 = s * height;
cw2 = c * -centerx;
sw2 = s * -centerx;
ch2 = c * -centery;
sh2 = s * -centery;
if (flip & SDL_FLIP_VERTICAL) { if (flip & SDL_FLIP_VERTICAL) {
Swap(&v0, &v1); Swap(&v0, &v1);
@ -923,29 +925,29 @@ PSP_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
verts->u = u0; verts->u = u0;
verts->v = v0; verts->v = v0;
verts->x = x - cw + sh; verts->x = x + cw1 + sh1;
verts->y = y - sw - ch; verts->y = y - sw1 + ch1;
verts->z = 0; verts->z = 0;
verts++; verts++;
verts->u = u0; verts->u = u0;
verts->v = v1; verts->v = v1;
verts->x = x - cw - sh; verts->x = x + cw1 + sh2;
verts->y = y - sw + ch; verts->y = y - sw1 + ch2;
verts->z = 0; verts->z = 0;
verts++; verts++;
verts->u = u1; verts->u = u1;
verts->v = v1; verts->v = v1;
verts->x = x + cw - sh; verts->x = x + cw2 + sh2;
verts->y = y + sw + ch; verts->y = y - sw2 + ch2;
verts->z = 0; verts->z = 0;
verts++; verts++;
verts->u = u1; verts->u = u1;
verts->v = v0; verts->v = v0;
verts->x = x + cw + sh; verts->x = x + cw2 + sh1;
verts->y = y + sw - ch; verts->y = y - sw2 + ch1;
verts->z = 0; verts->z = 0;
verts++; verts++;