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https://github.com/libsdl-org/SDL.git
synced 2025-05-19 11:18:27 +00:00
Make sure to round color values when converting to Uint8
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parent
c00b6a8e20
commit
dacfaa91b4
3 changed files with 76 additions and 76 deletions
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@ -106,10 +106,10 @@ static int SW_CreateTexture(SDL_Renderer *renderer, SDL_Texture *texture, SDL_Pr
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return SDL_SetError("Cannot create surface");
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}
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texture->driverdata = surface;
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r = (Uint8)((float)texture->color.r * 255.0f);
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g = (Uint8)((float)texture->color.g * 255.0f);
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b = (Uint8)((float)texture->color.b * 255.0f);
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a = (Uint8)((float)texture->color.a * 255.0f);
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r = (Uint8)SDL_roundf(texture->color.r * 255.0f);
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g = (Uint8)SDL_roundf(texture->color.g * 255.0f);
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b = (Uint8)SDL_roundf(texture->color.b * 255.0f);
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a = (Uint8)SDL_roundf(texture->color.a * 255.0f);
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SDL_SetSurfaceColorMod(texture->driverdata, r, g, b);
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SDL_SetSurfaceAlphaMod(texture->driverdata, a);
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SDL_SetSurfaceBlendMode(texture->driverdata, texture->blendMode);
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@ -582,10 +582,10 @@ static int SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
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ptr->dst.y = (int)(xy_[1] * scale_y);
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trianglepoint_2_fixedpoint(&ptr->dst);
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ptr->color.r = (Uint8)((float)col_.r * 255.0f);
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ptr->color.g = (Uint8)((float)col_.g * 255.0f);
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ptr->color.b = (Uint8)((float)col_.b * 255.0f);
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ptr->color.a = (Uint8)((float)col_.a * 255.0f);
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ptr->color.r = (Uint8)SDL_roundf(col_.r * 255.0f);
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ptr->color.g = (Uint8)SDL_roundf(col_.g * 255.0f);
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ptr->color.b = (Uint8)SDL_roundf(col_.b * 255.0f);
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ptr->color.a = (Uint8)SDL_roundf(col_.a * 255.0f);
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ptr++;
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}
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@ -613,10 +613,10 @@ static int SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
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ptr->dst.y = (int)(xy_[1] * scale_y);
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trianglepoint_2_fixedpoint(&ptr->dst);
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ptr->color.r = (Uint8)((float)col_.r * 255.0f);
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ptr->color.g = (Uint8)((float)col_.g * 255.0f);
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ptr->color.b = (Uint8)((float)col_.b * 255.0f);
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ptr->color.a = (Uint8)((float)col_.a * 255.0f);
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ptr->color.r = (Uint8)SDL_roundf(col_.r * 255.0f);
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ptr->color.g = (Uint8)SDL_roundf(col_.g * 255.0f);
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ptr->color.b = (Uint8)SDL_roundf(col_.b * 255.0f);
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ptr->color.a = (Uint8)SDL_roundf(col_.a * 255.0f);
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ptr++;
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}
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@ -626,10 +626,10 @@ static int SW_QueueGeometry(SDL_Renderer *renderer, SDL_RenderCommand *cmd, SDL_
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static void PrepTextureForCopy(const SDL_RenderCommand *cmd)
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{
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const Uint8 r = (Uint8)((float)cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)((float)cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)((float)cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)((float)cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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const SDL_BlendMode blend = cmd->data.draw.blend;
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SDL_Texture *texture = cmd->data.draw.texture;
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SDL_Surface *surface = (SDL_Surface *)texture->driverdata;
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@ -711,10 +711,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
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case SDL_RENDERCMD_CLEAR:
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{
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const Uint8 r = (Uint8)((float)cmd->data.color.color.r * 255.0f);
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const Uint8 g = (Uint8)((float)cmd->data.color.color.g * 255.0f);
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const Uint8 b = (Uint8)((float)cmd->data.color.color.b * 255.0f);
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const Uint8 a = (Uint8)((float)cmd->data.color.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.color.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.color.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.color.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.color.color.a * 255.0f);
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/* By definition the clear ignores the clip rect */
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SDL_SetSurfaceClipRect(surface, NULL);
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SDL_FillSurfaceRect(surface, NULL, SDL_MapRGBA(surface->format, r, g, b, a));
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@ -724,10 +724,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
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case SDL_RENDERCMD_DRAW_POINTS:
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{
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const Uint8 r = (Uint8)((float)cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)((float)cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)((float)cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)((float)cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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const int count = (int)cmd->data.draw.count;
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SDL_Point *verts = (SDL_Point *)(((Uint8 *)vertices) + cmd->data.draw.first);
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const SDL_BlendMode blend = cmd->data.draw.blend;
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@ -752,10 +752,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
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case SDL_RENDERCMD_DRAW_LINES:
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{
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const Uint8 r = (Uint8)((float)cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)((float)cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)((float)cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)((float)cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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const int count = (int)cmd->data.draw.count;
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SDL_Point *verts = (SDL_Point *)(((Uint8 *)vertices) + cmd->data.draw.first);
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const SDL_BlendMode blend = cmd->data.draw.blend;
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@ -780,10 +780,10 @@ static int SW_RunCommandQueue(SDL_Renderer *renderer, SDL_RenderCommand *cmd, vo
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case SDL_RENDERCMD_FILL_RECTS:
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{
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const Uint8 r = (Uint8)((float)cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)((float)cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)((float)cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)((float)cmd->data.draw.color.a * 255.0f);
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const Uint8 r = (Uint8)SDL_roundf(cmd->data.draw.color.r * 255.0f);
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const Uint8 g = (Uint8)SDL_roundf(cmd->data.draw.color.g * 255.0f);
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const Uint8 b = (Uint8)SDL_roundf(cmd->data.draw.color.b * 255.0f);
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const Uint8 a = (Uint8)SDL_roundf(cmd->data.draw.color.a * 255.0f);
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const int count = (int)cmd->data.draw.count;
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SDL_Rect *verts = (SDL_Rect *)(((Uint8 *)vertices) + cmd->data.draw.first);
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const SDL_BlendMode blend = cmd->data.draw.blend;
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