Bitmap: Clip dest rect when blitting from mega surface
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					 2 changed files with 32 additions and 14 deletions
				
			
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			@ -366,30 +366,40 @@ void Bitmap::stretchBlt(const IntRect &destRect,
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		SDL_Surface *srcSurf = source.megaSurface();
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		SDL_Rect srcRect = sourceRect;
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		SDL_Rect dstRect = destRect;
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		SDL_Rect btmRect = { 0, 0, width(), height() };
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		SDL_Rect bltRect;
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		if (SDL_IntersectRect(&btmRect, &dstRect, &bltRect) != SDL_TRUE)
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			return;
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		int bpp;
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		Uint32 rMask, gMask, bMask, aMask;
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		SDL_PixelFormatEnumToMasks(SDL_PIXELFORMAT_ABGR8888,
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		                           &bpp, &rMask, &gMask, &bMask, &aMask);
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		SDL_Surface *blitTemp =
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		        SDL_CreateRGBSurface(0, destRect.w, destRect.h, bpp, rMask, gMask, bMask, aMask);
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		SDL_Rect srcRect;
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		srcRect.x = sourceRect.x;
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		srcRect.y = sourceRect.y;
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		srcRect.w = sourceRect.w;
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		srcRect.h = sourceRect.h;
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		SDL_Rect dstRect;
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		dstRect.x = dstRect.y = 0;
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		dstRect.w = blitTemp->w;
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		dstRect.h = blitTemp->h;
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			SDL_CreateRGBSurface(0, destRect.w, destRect.h, bpp, rMask, gMask, bMask, aMask);
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		// FXIME: This is supposed to be a scaled blit, put SDL2 for some reason
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		// makes the source surface unusable after BlitScaled() is called. Investigate!
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		SDL_BlitSurface(srcSurf, &srcRect, blitTemp, &dstRect);
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		SDL_BlitSurface(srcSurf, &srcRect, blitTemp, 0);
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		TEX::bind(p->gl.tex);
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		TEX::uploadSubImage(destRect.x, destRect.y, destRect.w, destRect.h, blitTemp->pixels, GL_RGBA);
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		if (bltRect.w == dstRect.w && bltRect.h == dstRect.h)
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		{
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			TEX::uploadSubImage(destRect.x, destRect.y,
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			                    destRect.w, destRect.h,
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			                    blitTemp->pixels, GL_RGBA);
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		}
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		else
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		{
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			GLMeta::subRectImageUpload(blitTemp->w, bltRect.x - dstRect.x, bltRect.y - dstRect.y,
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			                           bltRect.x, bltRect.y, bltRect.w, bltRect.h, blitTemp, GL_RGBA);
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			GLMeta::subRectImageEnd();
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		}
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		SDL_FreeSurface(blitTemp);
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			@ -24,6 +24,8 @@
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#include "util.h"
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#include <SDL_rect.h>
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struct Vec2
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{
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	float x, y;
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			@ -118,6 +120,12 @@ struct IntRect
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	{
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		return Vec2i(w, h);
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	}
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	operator SDL_Rect() const
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	{
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		SDL_Rect r = { x, y, w, h };
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		return r;
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	}
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};
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struct StaticRect { float x, y, w, h; };
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