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Renderer backends use SDL_Color instead of int for geometry colors.
This commit is contained in:

committed by
Sam Lantinga

parent
086c74556d
commit
3a5e148b13
@@ -112,16 +112,16 @@ typedef struct
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typedef struct
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{
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int col;
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float x, y, z;
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SDL_Color col;
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float x, y, z;
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} VertCV;
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typedef struct
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{
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float u, v;
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int col;
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float x, y, z;
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float u, v;
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SDL_Color col;
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float x, y, z;
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} VertTCV;
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#define PI 3.14159265358979f
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@@ -492,7 +492,7 @@ PSP_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_F
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static int
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PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *texture,
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const float *xy, int xy_stride, const int *color, int color_stride, const float *uv, int uv_stride,
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const float *xy, int xy_stride, const SDL_Color *color, int color_stride, const float *uv, int uv_stride,
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int num_vertices, const void *indices, int num_indices, int size_indices,
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float scale_x, float scale_y)
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{
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@@ -512,7 +512,7 @@ PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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int col_;
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SDL_Color col_;
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if (size_indices == 4) {
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j = ((const Uint32 *)indices)[i];
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} else if (size_indices == 2) {
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@@ -524,7 +524,7 @@ PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
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}
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(int *)((char*)color + j * color_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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verts->x = xy_[0] * scale_x;
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verts->y = xy_[1] * scale_y;
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@@ -545,7 +545,7 @@ PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
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for (i = 0; i < count; i++) {
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int j;
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float *xy_;
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int col_;
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SDL_Color col_;
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float *uv_;
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if (size_indices == 4) {
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@@ -559,7 +559,7 @@ PSP_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture *t
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}
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xy_ = (float *)((char*)xy + j * xy_stride);
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col_ = *(int *)((char*)color + j * color_stride);
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col_ = *(SDL_Color *)((char*)color + j * color_stride);
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uv_ = (float *)((char*)uv + j * uv_stride);
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verts->x = xy_[0] * scale_x;
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