direct3d11: Fixed incorrect texture coordinates (thanks, Martin!).

Fixes Bugzilla #4860.
Ryan C. Gordon 2019-12-03 03:07:34 -05:00
parent c8a2ef863e
commit 7b08eb481d
1 changed files with 30 additions and 24 deletions

View File

@ -1728,82 +1728,88 @@ D3D11_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
float minx, miny, maxx, maxy;
float minu, maxu, minv, maxv;
if (flip & SDL_FLIP_HORIZONTAL) {
minu = (float) srcrect->x / texture->w;
maxu = (float) (srcrect->x + srcrect->w) / texture->w;
} else {
minu = (float) (srcrect->x + srcrect->w) / texture->w;
maxu = (float) srcrect->x / texture->w;
if (!verts) {
return -1;
}
if (flip & SDL_FLIP_VERTICAL) {
minv = (float) srcrect->y / texture->h;
maxv = (float) (srcrect->y + srcrect->h) / texture->h;
} else {
minv = (float) (srcrect->y + srcrect->h) / texture->h;
maxv = (float) srcrect->y / texture->h;
}
cmd->data.draw.count = 1;
minx = -center->x;
maxx = dstrect->w - center->x;
miny = -center->y;
maxy = dstrect->h - center->y;
cmd->data.draw.count = 1;
if (flip & SDL_FLIP_HORIZONTAL) {
minu = (float) (srcrect->x + srcrect->w) / texture->w;
maxu = (float) srcrect->x / texture->w;
} else {
minu = (float) srcrect->x / texture->w;
maxu = (float) (srcrect->x + srcrect->w) / texture->w;
}
if (flip & SDL_FLIP_VERTICAL) {
minv = (float) (srcrect->y + srcrect->h) / texture->h;
maxv = (float) srcrect->y / texture->h;
} else {
minv = (float) srcrect->y / texture->h;
maxv = (float) (srcrect->y + srcrect->h) / texture->h;
}
verts->pos.x = minx;
verts->pos.y = miny;
verts->pos.z = 0.0f;
verts->tex.x = minu;
verts->tex.y = minv;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts->tex.x = minu;
verts->tex.y = minv;
verts++;
verts->pos.x = minx;
verts->pos.y = maxy;
verts->pos.z = 0.0f;
verts->tex.x = minu;
verts->tex.y = maxv;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts->tex.x = minu;
verts->tex.y = maxv;
verts++;
verts->pos.x = maxx;
verts->pos.y = miny;
verts->pos.z = 0.0f;
verts->tex.x = maxu;
verts->tex.y = minv;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts->tex.x = maxu;
verts->tex.y = minv;
verts++;
verts->pos.x = maxx;
verts->pos.y = maxy;
verts->pos.z = 0.0f;
verts->tex.x = maxu;
verts->tex.y = maxv;
verts->color.x = r;
verts->color.y = g;
verts->color.z = b;
verts->color.w = a;
verts->tex.x = maxu;
verts->tex.y = maxv;
verts++;
verts->pos.x = dstrect->x + center->x; /* X translation */
verts->pos.y = dstrect->y + center->y; /* Y translation */
verts->pos.z = (float)(M_PI * (float) angle / 180.0f); /* rotation */
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
verts->color.x = 0;
verts->color.y = 0;
verts->color.z = 0;
verts->color.w = 0;
verts->tex.x = 0.0f;
verts->tex.y = 0.0f;
verts++;
return 0;