mirror of https://github.com/encounter/SDL.git
Add an option to 'testsprite2' to render slicing into triangles.
[--use-rendergeometry mode1|mode2] mode1: Draw sprite2 as triangles that can be recombined as rect by software renderer mode2: Draw sprite2 as triangles that can *not* be recombined as rect by software renderer Use an 'indices' array
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@ -39,6 +39,7 @@ static int sprite_w, sprite_h;
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static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
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static Uint32 next_fps_check, frames;
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static const Uint32 fps_check_delay = 5000;
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static int use_rendergeometry = 0;
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/* Number of iterations to move sprites - used for visual tests. */
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/* -1: infinite random moves (default); >=0: enables N deterministic moves */
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@ -175,7 +176,38 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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temp.y = 1;
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temp.w = sprite_w;
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temp.h = sprite_h;
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if (use_rendergeometry == 0) {
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SDL_RenderFillRect(renderer, &temp);
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} else {
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/* Draw two triangles, filled, uniform */
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SDL_Color color;
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SDL_Vertex verts[3];
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SDL_zeroa(verts);
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color.r = 0xFF;
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color.g = 0xFF;
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color.b = 0xFF;
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color.a = 0xFF;
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verts[0].position.x = temp.x;
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verts[0].position.y = temp.y;
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verts[0].color = color;
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verts[1].position.x = temp.x + temp.w;
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verts[1].position.y = temp.y;
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verts[1].color = color;
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verts[2].position.x = temp.x + temp.w;
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verts[2].position.y = temp.y + temp.h;
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verts[2].color = color;
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SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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verts[1].position.x = temp.x;
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verts[1].position.y = temp.y + temp.h;
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verts[1].color = color;
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SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
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}
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SDL_RenderCopy(renderer, sprite, NULL, &temp);
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temp.x = viewport.w-sprite_w-1;
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temp.y = 1;
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@ -232,12 +264,161 @@ MoveSprites(SDL_Renderer * renderer, SDL_Texture * sprite)
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}
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/* Draw sprites */
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if (use_rendergeometry == 0) {
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for (i = 0; i < num_sprites; ++i) {
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position = &positions[i];
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/* Blit the sprite onto the screen */
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SDL_RenderCopy(renderer, sprite, NULL, position);
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}
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} else if (use_rendergeometry == 1) {
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/*
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* 0--1
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* | /|
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* |/ |
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* 3--2
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*
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* Draw sprite2 as triangles that can be recombined as rect by software renderer
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*/
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SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 6);
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SDL_Vertex *verts2 = verts;
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if (verts) {
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SDL_Color color;
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SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b);
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SDL_GetTextureAlphaMod(sprite, &color.a);
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for (i = 0; i < num_sprites; ++i) {
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position = &positions[i];
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/* 0 */
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verts->position.x = position->x;
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verts->position.y = position->y;
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verts->color = color;
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verts->tex_coord.x = 0.0f;
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verts->tex_coord.y = 0.0f;
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verts++;
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/* 1 */
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verts->position.x = position->x + position->w;
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verts->position.y = position->y;
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verts->color = color;
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verts->tex_coord.x = 1.0f;
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verts->tex_coord.y = 0.0f;
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verts++;
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/* 2 */
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verts->position.x = position->x + position->w;
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verts->position.y = position->y + position->h;
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verts->color = color;
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verts->tex_coord.x = 1.0f;
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verts->tex_coord.y = 1.0f;
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verts++;
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/* 0 */
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verts->position.x = position->x;
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verts->position.y = position->y;
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verts->color = color;
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verts->tex_coord.x = 0.0f;
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verts->tex_coord.y = 0.0f;
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verts++;
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/* 2 */
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verts->position.x = position->x + position->w;
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verts->position.y = position->y + position->h;
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verts->color = color;
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verts->tex_coord.x = 1.0f;
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verts->tex_coord.y = 1.0f;
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verts++;
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/* 3 */
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verts->position.x = position->x;
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verts->position.y = position->y + position->h;
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verts->color = color;
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verts->tex_coord.x = 0.0f;
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verts->tex_coord.y = 1.0f;
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verts++;
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}
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/* Blit sprites as triangles onto the screen */
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SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0);
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SDL_free(verts2);
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}
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} else if (use_rendergeometry == 2) {
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/* 0-----1
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* |\ A /|
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* | \ / |
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* |D 2 B|
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* | / \ |
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* |/ C \|
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* 3-----4
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*
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* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
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* Use an 'indices' array
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*/
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SDL_Vertex *verts = (SDL_Vertex *) SDL_malloc(num_sprites * sizeof (SDL_Vertex) * 5);
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SDL_Vertex *verts2 = verts;
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int *indices = (int *) SDL_malloc(num_sprites * sizeof (int) * 4 * 3);
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int *indices2 = indices;
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if (verts && indices) {
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int pos = 0;
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SDL_Color color;
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SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b);
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SDL_GetTextureAlphaMod(sprite, &color.a);
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for (i = 0; i < num_sprites; ++i) {
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position = &positions[i];
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/* 0 */
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verts->position.x = position->x;
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verts->position.y = position->y;
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verts->color = color;
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verts->tex_coord.x = 0.0f;
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verts->tex_coord.y = 0.0f;
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verts++;
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/* 1 */
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verts->position.x = position->x + position->w;
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verts->position.y = position->y;
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verts->color = color;
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verts->tex_coord.x = 1.0f;
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verts->tex_coord.y = 0.0f;
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verts++;
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/* 2 */
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verts->position.x = position->x + position->w / 2.0f;
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verts->position.y = position->y + position->h / 2.0f;
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verts->color = color;
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verts->tex_coord.x = 0.5f;
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verts->tex_coord.y = 0.5f;
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verts++;
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/* 3 */
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verts->position.x = position->x;
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verts->position.y = position->y + position->h;
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verts->color = color;
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verts->tex_coord.x = 0.0f;
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verts->tex_coord.y = 1.0f;
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verts++;
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/* 4 */
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verts->position.x = position->x + position->w;
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verts->position.y = position->y + position->h;
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verts->color = color;
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verts->tex_coord.x = 1.0f;
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verts->tex_coord.y = 1.0f;
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verts++;
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/* A */
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*indices++ = pos + 0;
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*indices++ = pos + 1;
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*indices++ = pos + 2;
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/* B */
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*indices++ = pos + 1;
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*indices++ = pos + 2;
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*indices++ = pos + 4;
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/* C */
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*indices++ = pos + 3;
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*indices++ = pos + 2;
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*indices++ = pos + 4;
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/* D */
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*indices++ = pos + 3;
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*indices++ = pos + 2;
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*indices++ = pos + 0;
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pos += 5;
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}
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}
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/* Blit sprites as triangles onto the screen */
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SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3);
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SDL_free(verts2);
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SDL_free(indices2);
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}
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/* Update the screen! */
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SDL_RenderPresent(renderer);
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@ -331,6 +512,20 @@ main(int argc, char *argv[])
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} else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
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cycle_alpha = SDL_TRUE;
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consumed = 1;
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} else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) {
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if (argv[i + 1]) {
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if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) {
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/* Draw sprite2 as triangles that can be recombined as rect by software renderer */
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use_rendergeometry = 1;
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} else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) {
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/* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
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* Use an 'indices' array */
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use_rendergeometry = 2;
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} else {
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return -1;
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}
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}
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consumed = 2;
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} else if (SDL_isdigit(*argv[i])) {
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num_sprites = SDL_atoi(argv[i]);
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consumed = 1;
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@ -340,7 +535,15 @@ main(int argc, char *argv[])
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}
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}
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if (consumed < 0) {
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static const char *options[] = { "[--blend none|blend|add|mod]", "[--cyclecolor]", "[--cyclealpha]", "[--iterations N]", "[num_sprites]", "[icon.bmp]", NULL };
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static const char *options[] = {
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"[--blend none|blend|add|mod]",
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"[--cyclecolor]",
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"[--cyclealpha]",
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"[--iterations N]",
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"[--use-rendergeometry mode1|mode2]",
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"[num_sprites]",
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"[icon.bmp]",
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NULL };
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SDLTest_CommonLogUsage(state, argv[0], options);
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quit(1);
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}
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