Renderer backends use SDL_Color instead of int for geometry colors.

This commit is contained in:
Alex Szpakowski
2021-12-14 11:02:07 -04:00
committed by Sam Lantinga
parent 086c74556d
commit 3a5e148b13
14 changed files with 106 additions and 83 deletions

View File

@@ -663,26 +663,30 @@ static int
GLES2_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int color;
const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
int i;
SDL_Color color;
color.r = cmd->data.draw.r;
color.g = cmd->data.draw.g;
color.b = cmd->data.draw.b;
color.a = cmd->data.draw.a;
if (!verts) {
return -1;
}
if (colorswap == 0) {
color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | ((Uint32)cmd->data.draw.a << 24);
} else {
color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | ((Uint32)cmd->data.draw.a << 24);
if (colorswap) {
Uint8 r = color.r;
color.r = color.b;
color.b = r;
}
cmd->data.draw.count = count;
for (i = 0; i < count; i++) {
*(verts++) = 0.5f + points[i].x;
*(verts++) = 0.5f + points[i].y;
*((int *)verts++) = color;
*((SDL_Color *)verts++) = color;
}
return 0;
@@ -692,19 +696,24 @@ static int
GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
{
const SDL_bool colorswap = (renderer->target && (renderer->target->format == SDL_PIXELFORMAT_ARGB8888 || renderer->target->format == SDL_PIXELFORMAT_RGB888));
int color;
int i;
GLfloat prevx, prevy;
const size_t vertlen = ((2 * sizeof (float)) + sizeof (int)) * count;
GLfloat *verts = (GLfloat *) SDL_AllocateRenderVertices(renderer, vertlen, 0, &cmd->data.draw.first);
SDL_Color color;
color.r = cmd->data.draw.r;
color.g = cmd->data.draw.g;
color.b = cmd->data.draw.b;
color.a = cmd->data.draw.a;
if (!verts) {
return -1;
}
if (colorswap == 0) {
color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | ((Uint32)cmd->data.draw.a << 24);
} else {
color = (cmd->data.draw.r << 16) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 0) | ((Uint32)cmd->data.draw.a << 24);
if (colorswap) {
Uint8 r = color.r;
color.r = color.b;
color.b = r;
}
cmd->data.draw.count = count;
@@ -714,7 +723,7 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
prevy = 0.5f + points->y;
*(verts++) = prevx;
*(verts++) = prevy;
*((int *)verts++) = color;
*((SDL_Color*)verts++) = color;
/* bump the end of each line segment out a quarter of a pixel, to provoke
the diamond-exit rule. Without this, you won't just drop the last
@@ -733,7 +742,7 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
prevy = yend + (SDL_sinf(angle) * 0.25f);
*(verts++) = prevx;
*(verts++) = prevy;
*((int *)verts++) = color;
*((SDL_Color*)verts++) = color;
}
return 0;
@@ -741,7 +750,7 @@ GLES2_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
static int
GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
int num_vertices, const void *indices, int num_indices, int size_indices,
float scale_x, float scale_y)
{
@@ -761,7 +770,7 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
for (i = 0; i < count; i++) {
int j;
float *xy_;
int col_;
SDL_Color col_;
if (size_indices == 4) {
j = ((const Uint32 *)indices)[i];
} else if (size_indices == 2) {
@@ -773,23 +782,19 @@ GLES2_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
}
xy_ = (float *)((char*)xy + j * xy_stride);
col_ = *(int *)((char*)color + j * color_stride);
col_ = *(SDL_Color *)((char*)color + j * color_stride);
*(verts++) = xy_[0] * scale_x;
*(verts++) = xy_[1] * scale_y;
if (colorswap == 0) {
*((int *)verts++) = col_;
} else {
Uint8 r, g, b, a;
r = (col_ >> 0) & 0xff;
g = (col_ >> 8) & 0xff;
b = (col_ >> 16) & 0xff;
a = (col_ >> 24) & 0xff;
col_ = (r << 16) | (g << 8) | (b << 0) | ((Uint32)a << 24);
*((int *)verts++) = col_;
if (colorswap) {
Uint8 r = col_.r;
col_.r = col_.b;
col_.b = r;
}
*((SDL_Color *)verts++) = col_;
if (texture) {
float *uv_ = (float *)((char*)uv + j * uv_stride);
*(verts++) = uv_[0];