Less code since color is constant when done with triangles

This commit is contained in:
Sylvain 2021-09-24 17:09:04 +02:00 committed by Ryan C. Gordon
parent 99a346439c
commit 16beed9aeb

View file

@ -904,7 +904,7 @@ void VerifyDrawQueueFunctions(const SDL_Renderer *renderer)
SDL_assert(renderer->QueueSetDrawColor != NULL); SDL_assert(renderer->QueueSetDrawColor != NULL);
SDL_assert(renderer->QueueDrawPoints != NULL); SDL_assert(renderer->QueueDrawPoints != NULL);
SDL_assert(renderer->QueueDrawLines != NULL); SDL_assert(renderer->QueueDrawLines != NULL);
SDL_assert(renderer->QueueFillRects != NULL); SDL_assert(renderer->QueueFillRects != NULL || renderer->QueueGeometry != NULL);
SDL_assert(renderer->QueueCopy != NULL || renderer->QueueGeometry != NULL); SDL_assert(renderer->QueueCopy != NULL || renderer->QueueGeometry != NULL);
SDL_assert(renderer->RunCommandQueue != NULL); SDL_assert(renderer->RunCommandQueue != NULL);
} }
@ -3310,8 +3310,8 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
if (renderer->QueueGeometry && renderer->QueueCopy == NULL) { if (renderer->QueueGeometry && renderer->QueueCopy == NULL) {
float xy[8]; float xy[8];
const int xy_stride = 2 * sizeof (float); const int xy_stride = 2 * sizeof (float);
SDL_Color col, color[4]; SDL_Color color;
const int color_stride = sizeof (SDL_Color); const int color_stride = 0;
float uv[8]; float uv[8];
const int uv_stride = 2 * sizeof (float); const int uv_stride = 2 * sizeof (float);
const int num_vertices = 4; const int num_vertices = 4;
@ -3321,13 +3321,8 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
float minu, minv, maxu, maxv; float minu, minv, maxu, maxv;
float minx, miny, maxx, maxy; float minx, miny, maxx, maxy;
SDL_GetTextureColorMod(texture, &col.r, &col.g, &col.b); SDL_GetTextureColorMod(texture, &color.r, &color.g, &color.b);
SDL_GetTextureAlphaMod(texture, &col.a); SDL_GetTextureAlphaMod(texture, &color.a);
color[0] = col;
color[1] = col;
color[2] = col;
color[3] = col;
minu = (float) (real_srcrect.x) / (float) texture->w; minu = (float) (real_srcrect.x) / (float) texture->w;
minv = (float) (real_srcrect.y) / (float) texture->h; minv = (float) (real_srcrect.y) / (float) texture->h;
@ -3358,7 +3353,7 @@ SDL_RenderCopyF(SDL_Renderer * renderer, SDL_Texture * texture,
xy[7] = maxy; xy[7] = maxy;
retval = QueueCmdGeometry(renderer, texture, retval = QueueCmdGeometry(renderer, texture,
xy, xy_stride, (int *)color, color_stride, uv, uv_stride, xy, xy_stride, (int *)&color, color_stride, uv, uv_stride,
num_vertices, num_vertices,
indices, num_indices, size_indices, indices, num_indices, size_indices,
renderer->scale.x, renderer->scale.y); renderer->scale.x, renderer->scale.y);
@ -3465,8 +3460,8 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
if (renderer->QueueGeometry && renderer->QueueCopyEx == NULL) { if (renderer->QueueGeometry && renderer->QueueCopyEx == NULL) {
float xy[8]; float xy[8];
const int xy_stride = 2 * sizeof (float); const int xy_stride = 2 * sizeof (float);
SDL_Color col, color[4]; SDL_Color color;
const int color_stride = sizeof (SDL_Color); const int color_stride = 0;
float uv[8]; float uv[8];
const int uv_stride = 2 * sizeof (float); const int uv_stride = 2 * sizeof (float);
const int num_vertices = 4; const int num_vertices = 4;
@ -3484,13 +3479,8 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
const float s = SDL_sin(radian_angle); const float s = SDL_sin(radian_angle);
const float c = SDL_cos(radian_angle); const float c = SDL_cos(radian_angle);
SDL_GetTextureColorMod(texture, &col.r, &col.g, &col.b); SDL_GetTextureColorMod(texture, &color.r, &color.g, &color.b);
SDL_GetTextureAlphaMod(texture, &col.a); SDL_GetTextureAlphaMod(texture, &color.a);
color[0] = col;
color[1] = col;
color[2] = col;
color[3] = col;
minu = (float) (real_srcrect.x) / (float) texture->w; minu = (float) (real_srcrect.x) / (float) texture->w;
minv = (float) (real_srcrect.y) / (float) texture->h; minv = (float) (real_srcrect.y) / (float) texture->h;
@ -3550,7 +3540,7 @@ SDL_RenderCopyExF(SDL_Renderer * renderer, SDL_Texture * texture,
xy[7] = (s_minx + c_maxy) + centery; xy[7] = (s_minx + c_maxy) + centery;
retval = QueueCmdGeometry(renderer, texture, retval = QueueCmdGeometry(renderer, texture,
xy, xy_stride, (int *)color, color_stride, uv, uv_stride, xy, xy_stride, (int *)&color, color_stride, uv, uv_stride,
num_vertices, num_vertices,
indices, num_indices, size_indices, indices, num_indices, size_indices,
renderer->scale.x, renderer->scale.y); renderer->scale.x, renderer->scale.y);