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https://github.com/TerryCavanagh/VVVVVV.git
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Fix surface color masks
This fixes the color ordering of every SDL_Surface in the game. Basically, images need to be loaded in ABGR format (except if they don't have alpha, then you use RGB? I'm not sure what's going on here), and then they will be converted to RGB/RGBA afterwards. Due to the surfaces actually being BGR/BGRA, the game used to use getRGBA/getRGB to swap the colors back around to BGRA/BGR, but I've fixed those too.
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commit
37b7615b71
3 changed files with 7 additions and 13 deletions
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@ -3250,12 +3250,12 @@ void Graphics::drawtele(int x, int y, int t, Uint32 c)
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Uint32 Graphics::getRGBA(Uint8 r, Uint8 g, Uint8 b, Uint8 a)
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{
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return SDL_MapRGBA(backBuffer->format, b, g, r, a);
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return SDL_MapRGBA(backBuffer->format, r, g, b, a);
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}
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Uint32 Graphics::getRGB(Uint8 r, Uint8 g, Uint8 b)
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{
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return SDL_MapRGB(backBuffer->format, b, g, r);
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return SDL_MapRGB(backBuffer->format, r, g, b);
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}
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Uint32 Graphics::getBGR(Uint8 r, Uint8 g, Uint8 b)
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@ -50,23 +50,20 @@ static SDL_Surface* LoadImage(const char *filename, bool noBlend = true, bool no
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}
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FILESYSTEM_freeMemory(&fileIn);
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loadedImage = SDL_CreateRGBSurfaceFrom(
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loadedImage = SDL_CreateRGBSurfaceWithFormatFrom(
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data,
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width,
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height,
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noAlpha ? 24 : 32,
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width * (noAlpha ? 3 : 4),
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0x000000FF,
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0x0000FF00,
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0x00FF0000,
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noAlpha ? 0x00000000 : 0xFF000000
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noAlpha ? SDL_PIXELFORMAT_RGB24 : SDL_PIXELFORMAT_ABGR8888
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);
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if (loadedImage != NULL)
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{
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optimizedImage = SDL_ConvertSurfaceFormat(
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loadedImage,
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SDL_PIXELFORMAT_ABGR8888, // FIXME: Format? -flibit
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SDL_PIXELFORMAT_ARGB8888,
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0
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);
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SDL_FreeSurface( loadedImage );
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@ -135,16 +135,13 @@ void Screen::LoadIcon(void)
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FILESYSTEM_loadAssetToMemory("VVVVVV.png", &fileIn, &length, false);
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lodepng_decode24(&data, &width, &height, fileIn, length);
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FILESYSTEM_freeMemory(&fileIn);
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SDL_Surface *icon = SDL_CreateRGBSurfaceFrom(
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SDL_Surface *icon = SDL_CreateRGBSurfaceWithFormatFrom(
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data,
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width,
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height,
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24,
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width * 3,
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0x000000FF,
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0x0000FF00,
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0x00FF0000,
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0x00000000
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SDL_PIXELFORMAT_RGB24
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);
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SDL_SetWindowIcon(m_window, icon);
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SDL_FreeSurface(icon);
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