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Filled polygons have texture coordinates computed from their bounds.
Fixes #1951.
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@@ -424,7 +424,7 @@ void Polyline::draw(love::graphics::Graphics *gfx)
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Graphics::BatchedDrawCommand cmd;
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cmd.formats[0] = getSinglePositionFormat(is2D);
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cmd.formats[1] = CommonFormat::RGBAub;
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cmd.formats[1] = CommonFormat::STf_RGBAub;
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cmd.indexMode = triangle_mode;
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cmd.vertexCount = std::min(maxvertices, total_vertex_count - vertex_start);
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@@ -435,13 +435,19 @@ void Polyline::draw(love::graphics::Graphics *gfx)
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else
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t.transformXY0((Vector3 *) data.stream[0], verts, cmd.vertexCount);
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Color32 *colordata = (Color32 *) data.stream[1];
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STf_RGBAub *attributes = (STf_RGBAub *) data.stream[1];
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int draw_rough_count = std::min(cmd.vertexCount, (int) vertex_count - vertex_start);
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// Constant vertex color up to the overdraw vertices.
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// Texture coordinates are a constant value, we only have them to keep auto-batching
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// when drawing filled and line polygons together.
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for (int i = 0; i < draw_rough_count; i++)
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colordata[i] = curcolor;
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{
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attributes[i].s = 0.0f;
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attributes[i].t = 0.0f;
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attributes[i].color = curcolor;
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}
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if (overdraw)
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{
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@@ -456,30 +462,34 @@ void Polyline::draw(love::graphics::Graphics *gfx)
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if (draw_overdraw_count > 0)
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{
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Color32 *colors = colordata + draw_overdraw_begin;
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fill_color_array(curcolor, colors, draw_overdraw_count);
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STf_RGBAub *c = attributes + draw_overdraw_begin;
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fill_color_array(curcolor, c, draw_overdraw_count);
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}
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}
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}
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}
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void Polyline::fill_color_array(Color32 constant_color, Color32 *colors, int count)
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void Polyline::fill_color_array(Color32 constant_color, STf_RGBAub *attributes, int count)
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{
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for (int i = 0; i < count; ++i)
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{
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Color32 c = constant_color;
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c.a *= (i+1) % 2; // avoids branching. equiv to if (i%2 == 1) c.a = 0;
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colors[i] = c;
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attributes[i].s = 0.0f;
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attributes[i].t = 0.0f;
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attributes[i].color = c;
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}
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}
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void NoneJoinPolyline::fill_color_array(Color32 constant_color, Color32 *colors, int count)
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void NoneJoinPolyline::fill_color_array(Color32 constant_color, STf_RGBAub *attributes, int count)
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{
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for (int i = 0; i < count; ++i)
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{
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Color32 c = constant_color;
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c.a *= (i & 3) < 2; // if (i % 4 == 2 || i % 4 == 3) c.a = 0
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colors[i] = c;
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attributes[i].s = 0.0f;
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attributes[i].t = 0.0f;
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attributes[i].color = c;
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}
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}
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