PortableVertexFormat: use AttributeFormat for color attribute format
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@ -88,12 +88,13 @@ void D3DVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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for (int i = 0; i < 2; i++)
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{
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if (_vtx_decl.color_offset[i] > 0)
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format = &_vtx_decl.colors[i];
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if (format->enable)
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{
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m_elems[m_num_elems].SemanticName = "COLOR";
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m_elems[m_num_elems].SemanticIndex = i;
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m_elems[m_num_elems].AlignedByteOffset = _vtx_decl.color_offset[i];
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m_elems[m_num_elems].Format = VarToD3D(_vtx_decl.color_gl_type, 4, false);
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m_elems[m_num_elems].AlignedByteOffset = format->offset;
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m_elems[m_num_elems].Format = VarToD3D(format->type, format->components, format->integer);
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m_elems[m_num_elems].InputSlotClass = D3D11_INPUT_PER_VERTEX_DATA;
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++m_num_elems;
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}
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@ -79,10 +79,7 @@ void GLVertexFormat::Initialize(const PortableVertexDeclaration &_vtx_decl)
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}
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for (int i = 0; i < 2; i++) {
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if (vtx_decl.color_offset[i] != -1) {
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glEnableVertexAttribArray(SHADER_COLOR0_ATTRIB+i);
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glVertexAttribPointer(SHADER_COLOR0_ATTRIB+i, 4, GL_UNSIGNED_BYTE, GL_TRUE, vtx_decl.stride, (u8*)NULL + vtx_decl.color_offset[i]);
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}
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SetPointer(SHADER_COLOR0_ATTRIB+i, vertex_stride, vtx_decl.colors[i]);
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}
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for (int i = 0; i < 8; i++) {
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@ -87,9 +87,8 @@ struct PortableVertexDeclaration
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AttributeFormat position;
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AttributeFormat normals[3];
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AttributeFormat colors[2];
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VarType color_gl_type; // always GL_UNSIGNED_BYTE
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int color_offset[2];
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VarType texcoord_gl_type[8];
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//int texcoord_gl_size[8];
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int texcoord_offset[8];
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@ -627,17 +627,14 @@ void VertexLoader::CompileVertexTranslator()
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components |= VB_HAS_NRM1 | VB_HAS_NRM2;
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}
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vtx_decl.color_gl_type = VAR_UNSIGNED_BYTE;
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vtx_decl.color_offset[0] = -1;
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vtx_decl.color_offset[1] = -1;
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for (int i = 0; i < 2; i++)
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{
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components |= VB_HAS_COL0 << i;
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vtx_decl.colors[i].components = 4;
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vtx_decl.colors[i].type = VAR_UNSIGNED_BYTE;
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vtx_decl.colors[i].integer = false;
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switch (col[i])
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{
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case NOT_PRESENT:
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components &= ~(VB_HAS_COL0 << i);
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vtx_decl.color_offset[i] = -1;
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break;
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case DIRECT:
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switch (m_VtxAttr.color[i].Comp)
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@ -681,7 +678,9 @@ void VertexLoader::CompileVertexTranslator()
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// Common for the three bottom cases
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if (col[i] != NOT_PRESENT)
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{
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vtx_decl.color_offset[i] = nat_offset;
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components |= VB_HAS_COL0 << i;
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vtx_decl.colors[i].offset = nat_offset;
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vtx_decl.colors[i].enable = true;
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nat_offset += 4;
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}
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}
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