Use SDL to manage color format mapping in `ren_draw_rect`

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Guldoman 2022-02-03 01:50:43 +01:00
parent af76f544be
commit 9a6cd2b453
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1 changed files with 10 additions and 4 deletions

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@ -1,5 +1,6 @@
#include <stdio.h> #include <stdio.h>
#include <stdbool.h> #include <stdbool.h>
#include <stdint.h>
#include <assert.h> #include <assert.h>
#include <math.h> #include <math.h>
#include <ft2build.h> #include <ft2build.h>
@ -331,18 +332,23 @@ void ren_draw_rect(RenRect rect, RenColor color) {
y2 = y2 > clip.y + clip.height ? clip.y + clip.height : y2; y2 = y2 > clip.y + clip.height ? clip.y + clip.height : y2;
SDL_Surface *surface = renwin_get_surface(&window_renderer); SDL_Surface *surface = renwin_get_surface(&window_renderer);
RenColor *d = (RenColor*) surface->pixels; uint32_t *d = surface->pixels;
d += x1 + y1 * surface->w; d += x1 + y1 * surface->w;
int dr = surface->w - (x2 - x1); int dr = surface->w - (x2 - x1);
unsigned int translated = SDL_MapRGB(surface->format, color.r, color.g, color.b);
if (color.a == 0xff) { if (color.a == 0xff) {
uint32_t translated = SDL_MapRGB(surface->format, color.r, color.g, color.b);
SDL_Rect rect = { x1, y1, x2 - x1, y2 - y1 }; SDL_Rect rect = { x1, y1, x2 - x1, y2 - y1 };
SDL_FillRect(surface, &rect, translated); SDL_FillRect(surface, &rect, translated);
} else { } else {
RenColor translated_color = (RenColor){ translated & 0xFF, (translated >> 8) & 0xFF, (translated >> 16) & 0xFF, color.a }; RenColor current_color;
RenColor blended_color;
for (int j = y1; j < y2; j++) { for (int j = y1; j < y2; j++) {
for (int i = x1; i < x2; i++, d++) for (int i = x1; i < x2; i++, d++)
*d = blend_pixel(*d, translated_color); {
SDL_GetRGB(*d, surface->format, &current_color.r, &current_color.g, &current_color.b);
blended_color = blend_pixel(current_color, color);
*d = SDL_MapRGB(surface->format, blended_color.r, blended_color.g, blended_color.b);
}
d += dr; d += dr;
} }
} }