mirror of https://github.com/encounter/SDL.git
METAL: use Uchar4Normalized format to transfert color as 4 bytes, instead of 4 floats
This commit is contained in:
parent
fd236af8eb
commit
c6ceaaeb4b
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@ -208,8 +208,6 @@ IsMetalAvailable(const SDL_SysWMinfo *syswm)
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static const MTLBlendOperation invalidBlendOperation = (MTLBlendOperation)0xFFFFFFFF;
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static const MTLBlendOperation invalidBlendOperation = (MTLBlendOperation)0xFFFFFFFF;
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static const MTLBlendFactor invalidBlendFactor = (MTLBlendFactor)0xFFFFFFFF;
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static const MTLBlendFactor invalidBlendFactor = (MTLBlendFactor)0xFFFFFFFF;
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static const float inv255f = 1.0f / 255.0f;
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static MTLBlendOperation
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static MTLBlendOperation
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GetBlendOperation(SDL_BlendOperation operation)
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GetBlendOperation(SDL_BlendOperation operation)
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{
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{
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@ -281,34 +279,34 @@ MakePipelineState(METAL_RenderData *data, METAL_PipelineCache *cache,
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switch (cache->vertexFunction) {
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switch (cache->vertexFunction) {
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case SDL_METAL_VERTEX_SOLID:
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case SDL_METAL_VERTEX_SOLID:
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/* position (float2), color (float4) */
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/* position (float2), color (uchar4normalized) */
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vertdesc.layouts[0].stride = sizeof(float) * (2 + 4);
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vertdesc.layouts[0].stride = sizeof(float) * 2 + sizeof (int);
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vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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vertdesc.attributes[0].format = MTLVertexFormatFloat2;
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vertdesc.attributes[0].format = MTLVertexFormatFloat2;
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vertdesc.attributes[0].offset = 0;
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vertdesc.attributes[0].offset = 0;
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vertdesc.attributes[0].bufferIndex = 0;
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vertdesc.attributes[0].bufferIndex = 0;
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vertdesc.attributes[1].format = MTLVertexFormatFloat4;
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vertdesc.attributes[1].format = MTLVertexFormatUChar4Normalized;
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vertdesc.attributes[1].offset = sizeof (float) * 2;
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vertdesc.attributes[1].offset = sizeof (float) * 2;
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vertdesc.attributes[1].bufferIndex = 0;
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vertdesc.attributes[1].bufferIndex = 0;
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break;
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break;
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case SDL_METAL_VERTEX_COPY:
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case SDL_METAL_VERTEX_COPY:
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/* position (float2), color (float4), texcoord (float2) */
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/* position (float2), color (uchar4normalized), texcoord (float2) */
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vertdesc.layouts[0].stride = sizeof(float) * (2 + 4 + 2);
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vertdesc.layouts[0].stride = sizeof(float) * 2 + sizeof (int) + sizeof (float) * 2;
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vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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vertdesc.layouts[0].stepFunction = MTLVertexStepFunctionPerVertex;
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vertdesc.attributes[0].format = MTLVertexFormatFloat2;
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vertdesc.attributes[0].format = MTLVertexFormatFloat2;
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vertdesc.attributes[0].offset = 0;
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vertdesc.attributes[0].offset = 0;
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vertdesc.attributes[0].bufferIndex = 0;
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vertdesc.attributes[0].bufferIndex = 0;
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vertdesc.attributes[1].format = MTLVertexFormatFloat4;
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vertdesc.attributes[1].format = MTLVertexFormatUChar4Normalized;
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vertdesc.attributes[1].offset = sizeof (float) * 2;
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vertdesc.attributes[1].offset = sizeof (float) * 2;
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vertdesc.attributes[1].bufferIndex = 0;
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vertdesc.attributes[1].bufferIndex = 0;
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vertdesc.attributes[2].format = MTLVertexFormatFloat2;
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vertdesc.attributes[2].format = MTLVertexFormatFloat2;
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vertdesc.attributes[2].offset = sizeof(float) * (2 + 4);
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vertdesc.attributes[2].offset = sizeof(float) * 2 + sizeof (int);
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vertdesc.attributes[2].bufferIndex = 0;
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vertdesc.attributes[2].bufferIndex = 0;
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break;
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break;
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}
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}
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@ -1085,11 +1083,8 @@ METAL_QueueSetDrawColor(SDL_Renderer *renderer, SDL_RenderCommand *cmd)
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static int
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static int
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METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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{
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const float r = cmd->data.draw.r * inv255f;
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const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
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const float g = cmd->data.draw.g * inv255f;
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const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
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const float b = cmd->data.draw.b * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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const size_t vertlen = sizeof (float) * (2 + 4) * count;
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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if (!verts) {
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return -1;
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return -1;
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@ -1099,10 +1094,7 @@ METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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for (int i = 0; i < count; i++, points++) {
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for (int i = 0; i < count; i++, points++) {
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*(verts++) = points->x;
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*(verts++) = points->x;
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*(verts++) = points->y;
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*(verts++) = points->y;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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}
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}
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return 0;
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return 0;
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}
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}
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@ -1110,14 +1102,12 @@ METAL_QueueDrawPoints(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL
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static int
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static int
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METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FPoint * points, int count)
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{
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{
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const float r = cmd->data.draw.r * inv255f;
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const float g = cmd->data.draw.g * inv255f;
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const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
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const float b = cmd->data.draw.b * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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SDL_assert(count >= 2); /* should have been checked at the higher level. */
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SDL_assert(count >= 2); /* should have been checked at the higher level. */
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const size_t vertlen = sizeof (float) * (2 + 4) * count;
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const size_t vertlen = (2 * sizeof (float) + sizeof (int)) * count;
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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if (!verts) {
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return -1;
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return -1;
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@ -1127,10 +1117,7 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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for (int i = 0; i < count; i++, points++) {
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for (int i = 0; i < count; i++, points++) {
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*(verts++) = points->x;
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*(verts++) = points->x;
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*(verts++) = points->y;
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*(verts++) = points->y;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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}
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}
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/* If the line segment is completely horizontal or vertical,
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/* If the line segment is completely horizontal or vertical,
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@ -1142,7 +1129,7 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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angles. Maybe !!! FIXME for later, though. */
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angles. Maybe !!! FIXME for later, though. */
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points -= 2; /* update the last line. */
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points -= 2; /* update the last line. */
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verts -= 2 + 4;
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verts -= 2 + 1;
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const float xstart = points[0].x;
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const float xstart = points[0].x;
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const float ystart = points[0].y;
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const float ystart = points[0].y;
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@ -1161,11 +1148,8 @@ METAL_QueueDrawLines(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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static int
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static int
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METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_FRect * rects, int count)
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{
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{
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const float r = cmd->data.draw.r * inv255f;
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const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
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const float g = cmd->data.draw.g * inv255f;
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const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int)) * count;
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const float b = cmd->data.draw.b * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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const size_t vertlen = sizeof (float) * 4 * (2 + 4) * count;
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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if (!verts) {
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return -1;
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return -1;
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@ -1184,31 +1168,19 @@ METAL_QueueFillRects(SDL_Renderer * renderer, SDL_RenderCommand *cmd, const SDL_
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} else {
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} else {
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*(verts++) = rects->x;
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*(verts++) = rects->x;
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*(verts++) = rects->y + rects->h;
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*(verts++) = rects->y + rects->h;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = rects->x;
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*(verts++) = rects->x;
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*(verts++) = rects->y;
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*(verts++) = rects->y;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = rects->x + rects->w;
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*(verts++) = rects->x + rects->w;
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*(verts++) = rects->y + rects->h;
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*(verts++) = rects->y + rects->h;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = rects->x + rects->w;
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*(verts++) = rects->x + rects->w;
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*(verts++) = rects->y;
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*(verts++) = rects->y;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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}
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}
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}
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}
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@ -1225,13 +1197,9 @@ METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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{
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{
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const float texw = (float) texture->w;
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const float texw = (float) texture->w;
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const float texh = (float) texture->h;
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const float texh = (float) texture->h;
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const float r = cmd->data.draw.r * inv255f;
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const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
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const float g = cmd->data.draw.g * inv255f;
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const float b = cmd->data.draw.b * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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// !!! FIXME: use an index buffer
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// !!! FIXME: use an index buffer
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const size_t vertlen = (sizeof (float) * 4 * (2 + 4 + 2));
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const size_t vertlen = 4 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
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if (!verts) {
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if (!verts) {
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return -1;
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return -1;
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@ -1242,37 +1210,25 @@ METAL_QueueCopy(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture * t
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/* Interleaved positions and texture coordinates */
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/* Interleaved positions and texture coordinates */
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*(verts++) = dstrect->x;
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*(verts++) = dstrect->x;
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*(verts++) = dstrect->y + dstrect->h;
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*(verts++) = dstrect->y + dstrect->h;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = normtex(srcrect->x, texw);
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*(verts++) = normtex(srcrect->x, texw);
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*(verts++) = normtex(srcrect->y + srcrect->h, texh);
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*(verts++) = normtex(srcrect->y + srcrect->h, texh);
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*(verts++) = dstrect->x;
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*(verts++) = dstrect->x;
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*(verts++) = dstrect->y;
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*(verts++) = dstrect->y;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = normtex(srcrect->x, texw);
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*(verts++) = normtex(srcrect->x, texw);
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*(verts++) = normtex(srcrect->y, texh);
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*(verts++) = normtex(srcrect->y, texh);
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*(verts++) = dstrect->x + dstrect->w;
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*(verts++) = dstrect->x + dstrect->w;
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*(verts++) = dstrect->y + dstrect->h;
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*(verts++) = dstrect->y + dstrect->h;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = normtex(srcrect->x + srcrect->w, texw);
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*(verts++) = normtex(srcrect->x + srcrect->w, texw);
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*(verts++) = normtex(srcrect->y + srcrect->h, texh);
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*(verts++) = normtex(srcrect->y + srcrect->h, texh);
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*(verts++) = dstrect->x + dstrect->w;
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*(verts++) = dstrect->x + dstrect->w;
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*(verts++) = dstrect->y;
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*(verts++) = dstrect->y;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = normtex(srcrect->x + srcrect->w, texw);
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*(verts++) = normtex(srcrect->x + srcrect->w, texw);
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*(verts++) = normtex(srcrect->y, texh);
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*(verts++) = normtex(srcrect->y, texh);
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@ -1284,16 +1240,13 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const SDL_Rect * srcquad, const SDL_FRect * dstrect,
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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const double angle, const SDL_FPoint *center, const SDL_RendererFlip flip)
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{
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{
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const float r = cmd->data.draw.r * inv255f;
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const int color = (cmd->data.draw.r << 0) | (cmd->data.draw.g << 8) | (cmd->data.draw.b << 16) | (cmd->data.draw.a << 24);
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const float g = cmd->data.draw.g * inv255f;
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const float b = cmd->data.draw.b * inv255f;
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const float a = cmd->data.draw.a * inv255f;
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const float texw = (float) texture->w;
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const float texw = (float) texture->w;
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const float texh = (float) texture->h;
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const float texh = (float) texture->h;
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const float rads = (float)(M_PI * (float) angle / 180.0f);
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const float rads = (float)(M_PI * (float) angle / 180.0f);
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const float c = cosf(rads), s = sinf(rads);
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const float c = cosf(rads), s = sinf(rads);
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float minu, maxu, minv, maxv;
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float minu, maxu, minv, maxv;
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const size_t vertlen = sizeof (float) * (16 + 4 * (2 + 4 + 2));
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const size_t vertlen = 16 * sizeof (float) + 4 * (2 * sizeof (float) + sizeof (int) + 2 * sizeof (float));
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float *verts;
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float *verts;
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// cheat and store this offset in (count) because it needs to be aligned in ways other fields don't and we aren't using count otherwise.
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// cheat and store this offset in (count) because it needs to be aligned in ways other fields don't and we aren't using count otherwise.
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@ -1340,37 +1293,25 @@ METAL_QueueCopyEx(SDL_Renderer * renderer, SDL_RenderCommand *cmd, SDL_Texture *
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/* Interleaved positions and texture coordinates */
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/* Interleaved positions and texture coordinates */
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*(verts++) = -center->x;
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*(verts++) = -center->x;
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*(verts++) = dstrect->h - center->y;
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*(verts++) = dstrect->h - center->y;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = minu;
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*(verts++) = minu;
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*(verts++) = maxv;
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*(verts++) = maxv;
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*(verts++) = -center->x;
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*(verts++) = -center->x;
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*(verts++) = -center->y;
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*(verts++) = -center->y;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = minu;
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*(verts++) = minu;
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*(verts++) = minv;
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*(verts++) = minv;
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*(verts++) = dstrect->w - center->x;
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*(verts++) = dstrect->w - center->x;
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*(verts++) = dstrect->h - center->y;
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*(verts++) = dstrect->h - center->y;
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*(verts++) = r;
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*((int *)verts++) = color;
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*(verts++) = g;
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*(verts++) = b;
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*(verts++) = a;
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*(verts++) = maxu;
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*(verts++) = maxu;
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||||||
*(verts++) = maxv;
|
*(verts++) = maxv;
|
||||||
|
|
||||||
*(verts++) = dstrect->w - center->x;
|
*(verts++) = dstrect->w - center->x;
|
||||||
*(verts++) = -center->y;
|
*(verts++) = -center->y;
|
||||||
*(verts++) = r;
|
*((int *)verts++) = color;
|
||||||
*(verts++) = g;
|
|
||||||
*(verts++) = b;
|
|
||||||
*(verts++) = a;
|
|
||||||
*(verts++) = maxu;
|
*(verts++) = maxu;
|
||||||
*(verts++) = minv;
|
*(verts++) = minv;
|
||||||
|
|
||||||
|
@ -1384,8 +1325,7 @@ METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
|
||||||
float scale_x, float scale_y)
|
float scale_x, float scale_y)
|
||||||
{
|
{
|
||||||
int count = indices ? num_indices : num_vertices;
|
int count = indices ? num_indices : num_vertices;
|
||||||
int sz = 2 + 4 + (texture ? 2 : 0);
|
const size_t vertlen = (2 * sizeof (float) + sizeof (int) + (texture ? 2 : 0) * sizeof (float)) * count;
|
||||||
const size_t vertlen = sizeof (float) * sz * count;
|
|
||||||
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
|
float *verts = (float *) SDL_AllocateRenderVertices(renderer, vertlen, DEVICE_ALIGN(8), &cmd->data.draw.first);
|
||||||
if (!verts) {
|
if (!verts) {
|
||||||
return -1;
|
return -1;
|
||||||
|
@ -1406,15 +1346,12 @@ METAL_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_Texture
|
||||||
}
|
}
|
||||||
|
|
||||||
float *xy_ = (float *)((char*)xy + j * xy_stride);
|
float *xy_ = (float *)((char*)xy + j * xy_stride);
|
||||||
SDL_Color col_ = *(SDL_Color *)((char*)color + j * color_stride);
|
int col_ = *(int *)((char*)color + j * color_stride);
|
||||||
|
|
||||||
*(verts++) = xy_[0] * scale_x;
|
*(verts++) = xy_[0] * scale_x;
|
||||||
*(verts++) = xy_[1] * scale_y;
|
*(verts++) = xy_[1] * scale_y;
|
||||||
|
|
||||||
*(verts++) = col_.r * inv255f;
|
*((int *)verts++) = col_;
|
||||||
*(verts++) = col_.g * inv255f;
|
|
||||||
*(verts++) = col_.b * inv255f;
|
|
||||||
*(verts++) = col_.a * inv255f;
|
|
||||||
|
|
||||||
if (texture) {
|
if (texture) {
|
||||||
float *uv_ = (float *)((char*)uv + j * uv_stride);
|
float *uv_ = (float *)((char*)uv + j * uv_stride);
|
||||||
|
|
Loading…
Reference in New Issue