Change colour_buffer to unsigned bytes instead of floats

This commit is contained in:
Clownacy 2019-07-31 02:55:22 +00:00
parent 64f7a2eae3
commit 9cc1a5a098

View file

@ -31,7 +31,7 @@ static GLuint colour_key_program_id;
static GLuint framebuffer_id; static GLuint framebuffer_id;
static GLfloat vertex_buffer[4][2]; static GLfloat vertex_buffer[4][2];
static GLfloat texture_coordinate_buffer[4][2]; static GLfloat texture_coordinate_buffer[4][2];
static GLfloat colour_buffer[4][3]; static GLubyte colour_buffer[4][3];
static Backend_Surface framebuffer_surface; static Backend_Surface framebuffer_surface;
@ -122,7 +122,7 @@ BOOL Backend_Init(SDL_Window *p_window)
glEnableClientState(GL_TEXTURE_COORD_ARRAY); glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, vertex_buffer); glVertexPointer(2, GL_FLOAT, 0, vertex_buffer);
glTexCoordPointer(2, GL_FLOAT, 0, texture_coordinate_buffer); glTexCoordPointer(2, GL_FLOAT, 0, texture_coordinate_buffer);
glColorPointer(3, GL_FLOAT, 0, colour_buffer); glColorPointer(3, GL_UNSIGNED_BYTE, 0, colour_buffer);
glClearColor(0.0f, 0.0f, 0.0f, 1.0f); glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
glClear(GL_COLOR_BUFFER_BIT); glClear(GL_COLOR_BUFFER_BIT);
@ -181,9 +181,9 @@ void Backend_DrawScreen(void)
glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id); glBindTexture(GL_TEXTURE_2D, framebuffer_surface.texture_id);
colour_buffer[0][0] = 1.0f; colour_buffer[0][0] = 0xFF;
colour_buffer[0][1] = 1.0f; colour_buffer[0][1] = 0xFF;
colour_buffer[0][2] = 1.0f; colour_buffer[0][2] = 0xFF;
colour_buffer[1][0] = colour_buffer[0][0]; colour_buffer[1][0] = colour_buffer[0][0];
colour_buffer[1][1] = colour_buffer[0][1]; colour_buffer[1][1] = colour_buffer[0][1];
colour_buffer[1][2] = colour_buffer[0][2]; colour_buffer[1][2] = colour_buffer[0][2];
@ -294,9 +294,9 @@ static void BlitCommon(Backend_Surface *source_surface, const RECT *rect, long x
const GLfloat vertex_top = (GLfloat)y; const GLfloat vertex_top = (GLfloat)y;
const GLfloat vertex_bottom = (GLfloat)y + (rect->bottom - rect->top); const GLfloat vertex_bottom = (GLfloat)y + (rect->bottom - rect->top);
colour_buffer[0][0] = 1.0f; colour_buffer[0][0] = 0xFF;
colour_buffer[0][1] = 1.0f; colour_buffer[0][1] = 0xFF;
colour_buffer[0][2] = 1.0f; colour_buffer[0][2] = 0xFF;
colour_buffer[1][0] = colour_buffer[0][0]; colour_buffer[1][0] = colour_buffer[0][0];
colour_buffer[1][1] = colour_buffer[0][1]; colour_buffer[1][1] = colour_buffer[0][1];
colour_buffer[1][2] = colour_buffer[0][2]; colour_buffer[1][2] = colour_buffer[0][2];
@ -361,9 +361,9 @@ static void ColourFillCommon(const RECT *rect, unsigned char red, unsigned char
// Use blank default texture, for a solid colour-fill // Use blank default texture, for a solid colour-fill
glBindTexture(GL_TEXTURE_2D, 0); glBindTexture(GL_TEXTURE_2D, 0);
colour_buffer[0][0] = red / 255.0f; colour_buffer[0][0] = red;
colour_buffer[0][1] = green / 255.0f; colour_buffer[0][1] = green;
colour_buffer[0][2] = blue / 255.0f; colour_buffer[0][2] = blue;
colour_buffer[1][0] = colour_buffer[0][0]; colour_buffer[1][0] = colour_buffer[0][0];
colour_buffer[1][1] = colour_buffer[0][1]; colour_buffer[1][1] = colour_buffer[0][1];
colour_buffer[1][2] = colour_buffer[0][2]; colour_buffer[1][2] = colour_buffer[0][2];
@ -508,9 +508,9 @@ static void DrawGlyphCommon(Backend_Glyph *glyph, long x, long y, const unsigned
const GLfloat vertex_top = (GLfloat)y; const GLfloat vertex_top = (GLfloat)y;
const GLfloat vertex_bottom = (GLfloat)y + glyph->height; const GLfloat vertex_bottom = (GLfloat)y + glyph->height;
colour_buffer[0][0] = colours[0] / 255.0f; colour_buffer[0][0] = colours[0];
colour_buffer[0][1] = colours[1] / 255.0f; colour_buffer[0][1] = colours[1];
colour_buffer[0][2] = colours[2] / 255.0f; colour_buffer[0][2] = colours[2];
colour_buffer[1][0] = colour_buffer[0][0]; colour_buffer[1][0] = colour_buffer[0][0];
colour_buffer[1][1] = colour_buffer[0][1]; colour_buffer[1][1] = colour_buffer[0][1];
colour_buffer[1][2] = colour_buffer[0][2]; colour_buffer[1][2] = colour_buffer[0][2];