shithub: cstory

Download patch

ref: 15bfd00d25610e34b001acc89a7d222f3b78f282
parent: 21cf78b86d1025081e59d3edffc59a8ef5b18148
author: Clownacy <Clownacy@users.noreply.github.com>
date: Mon Jul 15 12:47:10 EDT 2019

Added hardware-accelerated rendering backend

Still need to add the code for surviving render target losses

--- a/CMakeLists.txt
+++ b/CMakeLists.txt
@@ -11,6 +11,7 @@
 option(FIX_BUGS "Fix certain bugs (see src/Bug Fixes.txt)" OFF)
 option(NONPORTABLE "Enable bits of code that aren't portable, but are what the original game used" OFF)
 option(FORCE_LOCAL_LIBS "Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones" OFF)
+set(RENDERER "Texture" CACHE STRING "Which renderer the game should use: 'Texture' for SDL2's hardware-accelerated Texture API, and 'Software' for a handwritten software renderer")
 
 project(CSE2 LANGUAGES C CXX)
 
@@ -155,7 +156,6 @@
 	src/ValueView.cpp
 	src/ValueView.h
 	src/WindowsWrapper.h
-	src/Backends/SDLSoftware.cpp
 	src/Backends/Rendering.h
 )
 
@@ -244,6 +244,12 @@
 
 if(NONPORTABLE)
 	target_compile_definitions(CSE2 PRIVATE NONPORTABLE)
+endif()
+
+if(RENDERER MATCHES "Texture")
+	target_sources(CSE2 PRIVATE "src/Backends/SDLTexture.cpp")
+elseif(RENDERER MATCHES "Software")
+	target_sources(CSE2 PRIVATE "src/Backends/SDLSoftware.cpp")
 endif()
 
 # Make some tweaks if we're targetting Windows
--- a/src/Backends/Rendering.h
+++ b/src/Backends/Rendering.h
@@ -14,8 +14,8 @@
 Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height);
 void Backend_FreeSurface(Backend_Surface *surface);
 void Backend_LoadPixels(Backend_Surface *surface, const unsigned char *pixels, unsigned int width, unsigned int height, unsigned int pitch);
-void Backend_Blit(const Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
-void Backend_BlitToScreen(const Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key);
+void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key);
+void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key);
 void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
 void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue);
 void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect);
--- a/src/Backends/SDLSoftware.cpp
+++ b/src/Backends/SDLSoftware.cpp
@@ -78,6 +78,7 @@
 void Backend_FreeSurface(Backend_Surface *surface)
 {
 	free(surface->pixels);
+	free(surface);
 }
 
 void Backend_LoadPixels(Backend_Surface *surface, const unsigned char *pixels, unsigned int width, unsigned int height, unsigned int pitch)
@@ -91,7 +92,7 @@
 	}
 }
 
-void Backend_Blit(const Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
+void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
 {
 	RECT rect_clamped;
 
@@ -163,7 +164,7 @@
 	}
 }
 
-void Backend_BlitToScreen(const Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
+void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
 {
 	Backend_Blit(source_surface, rect, &framebuffer, x, y, colour_key);
 }
--- /dev/null
+++ b/src/Backends/SDLTexture.cpp
@@ -1,0 +1,276 @@
+#include "Rendering.h"
+
+#include <stddef.h>
+#include <stdlib.h>
+
+#include "SDL.h"
+
+#include "../WindowsWrapper.h"
+
+#include "../Font.h"
+
+struct Backend_Surface
+{
+	BOOL needs_syncing;
+	SDL_Surface *sdl_surface;
+	SDL_Texture *texture;
+};
+
+static SDL_Renderer *renderer;
+static SDL_Texture *screen_texture;
+
+static void FlushSurface(Backend_Surface *surface)
+{
+	unsigned char *buffer = (unsigned char*)malloc(surface->sdl_surface->w * surface->sdl_surface->h * 4);
+	unsigned char *buffer_pointer = buffer;
+
+	// Convert the SDL_Surface's colour-keyed pixels to RGBA32
+	for (int h = 0; h < surface->sdl_surface->h; ++h)
+	{
+		unsigned char *src_pixel = (unsigned char*)surface->sdl_surface->pixels + (h * surface->sdl_surface->pitch);
+
+		for (int w = 0; w < surface->sdl_surface->w; ++w)
+		{
+			*buffer_pointer++ = src_pixel[0];
+			*buffer_pointer++ = src_pixel[1];
+			*buffer_pointer++ = src_pixel[2];
+
+			if (src_pixel[0] != 0 || src_pixel[1] != 0 || src_pixel[2] != 0)	// Assumes the colour key will always be #00000000 (black)
+				*buffer_pointer++ = 0xFF;
+			else
+				*buffer_pointer++ = 0;
+
+			src_pixel += 3;
+		}
+	}
+
+	SDL_UpdateTexture(surface->texture, NULL, buffer, surface->sdl_surface->w * 4);
+
+	free(buffer);
+}
+
+static void RectToSDLRect(const RECT *rect, SDL_Rect *sdl_rect)
+{
+	sdl_rect->x = (int)rect->left;
+	sdl_rect->y = (int)rect->top;
+	sdl_rect->w = (int)(rect->right - rect->left);
+	sdl_rect->h = (int)(rect->bottom - rect->top);
+
+	if (sdl_rect->w < 0)
+		sdl_rect->w = 0;
+
+	if (sdl_rect->h < 0)
+		sdl_rect->h = 0;
+}
+
+BOOL Backend_Init(SDL_Window *window)
+{
+	renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
+
+	if (renderer == NULL)
+		return FALSE;
+
+	int width, height;
+	SDL_GetRendererOutputSize(renderer, &width, &height);
+	screen_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
+
+	SDL_SetRenderTarget(renderer, screen_texture);
+
+	return TRUE;
+}
+
+void Backend_Deinit(void)
+{
+	SDL_DestroyRenderer(renderer);
+}
+
+void Backend_DrawScreen(void)
+{
+	SDL_SetRenderTarget(renderer, NULL);
+	SDL_RenderCopy(renderer, screen_texture, NULL, NULL);
+	SDL_SetRenderTarget(renderer, screen_texture);
+	SDL_RenderPresent(renderer);
+}
+
+Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
+{
+	Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface));
+
+	if (surface == NULL)
+		return NULL;
+
+	surface->sdl_surface = SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, SDL_PIXELFORMAT_RGB24);
+
+	if (surface->sdl_surface == NULL)
+	{
+		free(surface);
+		return NULL;
+	}
+
+	surface->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
+
+	if (surface->texture == NULL)
+	{
+		SDL_FreeSurface(surface->sdl_surface);
+		free(surface);
+		return NULL;
+	}
+
+	SDL_SetColorKey(surface->sdl_surface, SDL_TRUE, SDL_MapRGB(surface->sdl_surface->format, 0, 0, 0));
+
+	surface->needs_syncing = FALSE;
+
+	return surface;
+}
+
+void Backend_FreeSurface(Backend_Surface *surface)
+{
+	SDL_FreeSurface(surface->sdl_surface);
+	free(surface);
+}
+
+void Backend_LoadPixels(Backend_Surface *surface, const unsigned char *pixels, unsigned int width, unsigned int height, unsigned int pitch)
+{
+	for (unsigned int h = 0; h < height; ++h)
+	{
+		const unsigned char *src_row = &pixels[h * pitch];
+		unsigned char *dst_row = (unsigned char*)surface->sdl_surface->pixels + h * surface->sdl_surface->pitch;
+
+		memcpy(dst_row, src_row, width * 3);
+	}
+
+	surface->needs_syncing = TRUE;
+}
+
+void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
+{
+	if (source_surface->needs_syncing)
+	{
+		FlushSurface(source_surface);
+		source_surface->needs_syncing = FALSE;
+	}
+
+	SDL_Rect source_rect;
+	RectToSDLRect(rect, &source_rect);
+
+	SDL_Rect destination_rect = {x, y, source_rect.w, source_rect.h};
+
+	// Blit the surface
+	SDL_SetSurfaceBlendMode(source_surface->sdl_surface, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
+	SDL_BlitSurface(source_surface->sdl_surface, &source_rect, destination_surface->sdl_surface, &destination_rect);
+
+	// Now blit the texture
+	SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
+	SDL_SetRenderTarget(renderer, destination_surface->texture);
+	SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
+	SDL_SetRenderTarget(renderer, screen_texture);
+}
+
+void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
+{
+	if (source_surface->needs_syncing)
+	{
+		FlushSurface(source_surface);
+		source_surface->needs_syncing = FALSE;
+	}
+
+	SDL_Rect source_rect;
+	RectToSDLRect(rect, &source_rect);
+
+	SDL_Rect destination_rect = {x, y, source_rect.w, source_rect.h};
+
+	// Blit the texture
+	SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
+	SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
+}
+
+void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
+{
+	SDL_Rect sdl_rect;
+	RectToSDLRect(rect, &sdl_rect);
+
+	// Blit the surface
+	SDL_FillRect(surface->sdl_surface, &sdl_rect, SDL_MapRGB(surface->sdl_surface->format, red, green, blue));
+
+	// Check colour-key
+	if (red == 0 && green == 0 && blue == 0)
+		SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
+	else
+		SDL_SetRenderDrawColor(renderer, red, green, blue, 0xFF);
+
+	// Draw colour
+	SDL_SetRenderTarget(renderer, surface->texture);
+	SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
+	SDL_RenderFillRect(renderer, &sdl_rect);
+	SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
+	SDL_SetRenderTarget(renderer, screen_texture);
+}
+
+void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
+{
+	SDL_Rect sdl_rect;
+	RectToSDLRect(rect, &sdl_rect);
+
+	// Draw colour
+	SDL_SetRenderDrawColor(renderer, red, green, blue, 0xFF);
+	SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
+	SDL_RenderFillRect(renderer, &sdl_rect);
+	SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
+}
+
+void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
+{
+	SDL_Rect sdl_rect;
+	RectToSDLRect(rect, &sdl_rect);
+
+
+	//
+	// Copy screen to surface
+	//
+
+	// Get renderer size
+	int w, h;
+	SDL_GetRendererOutputSize(renderer, &w, &h);
+
+	// Get surface of what's currently rendered on screen
+	SDL_Surface *screen_surface = SDL_CreateRGBSurfaceWithFormat(0, w, h, 0, SDL_PIXELFORMAT_RGB24);
+	SDL_RenderReadPixels(renderer, NULL, SDL_PIXELFORMAT_RGB24, screen_surface->pixels, screen_surface->pitch);
+
+	// Copy to specified surface
+	SDL_BlitSurface(screen_surface, &sdl_rect, surface->sdl_surface, &sdl_rect);
+
+	// Cleanup
+	SDL_FreeSurface(screen_surface);
+
+
+	//
+	// Copy screen to texture
+	//
+
+	SDL_SetRenderTarget(renderer, surface->texture);
+	SDL_RenderCopy(renderer, screen_texture, &sdl_rect, &sdl_rect);
+	SDL_SetRenderTarget(renderer, screen_texture);
+}
+
+void Backend_DrawText(Backend_Surface *surface, FontObject *font, int x, int y, const char *text, unsigned long colour)
+{
+	DrawText(font, (unsigned char*)surface->sdl_surface->pixels, surface->sdl_surface->pitch, surface->sdl_surface->w, surface->sdl_surface->h, x, y, colour, text, strlen(text));
+	surface->needs_syncing = TRUE;
+}
+
+void Backend_DrawTextToScreen(FontObject *font, int x, int y, const char *text, unsigned long colour)
+{
+	// Painfully slow. Really need to add hardware-accelerated font rendering.
+	int surface_width, surface_height;
+	SDL_GetRendererOutputSize(renderer, &surface_width, &surface_height);
+
+	SDL_Surface *screen_surface = SDL_CreateRGBSurfaceWithFormat(0, surface_width, surface_height, 0, SDL_PIXELFORMAT_RGB24);
+	SDL_RenderReadPixels(renderer, NULL, SDL_PIXELFORMAT_RGB24, screen_surface->pixels, screen_surface->pitch);
+
+	DrawText(font, (unsigned char*)screen_surface->pixels, screen_surface->pitch, screen_surface->w, screen_surface->h, x, y, colour, text, strlen(text));
+
+	SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, screen_surface);
+	SDL_FreeSurface(screen_surface);
+	SDL_RenderCopy(renderer, texture, NULL, NULL);
+	SDL_DestroyTexture(texture);
+}
--- a/src/Draw.cpp
+++ b/src/Draw.cpp
@@ -343,28 +343,7 @@
 {
 	return LoadBitmap_Resource(res, surf_no, FALSE);
 }
-/*
-static SDL_Rect RectToSDLRect(RECT *rect)
-{
-	SDL_Rect SDLRect = {(int)rect->left, (int)rect->top, (int)(rect->right - rect->left), (int)(rect->bottom - rect->top)};
-	if (SDLRect.w < 0)
-		SDLRect.w = 0;
-	if (SDLRect.h < 0)
-		SDLRect.h = 0;
-	return SDLRect;
-}
 
-static SDL_Rect RectToSDLRectScaled(RECT *rect)
-{
-	SDL_Rect SDLRect = RectToSDLRect(rect);
-	SDLRect.x *= magnification;
-	SDLRect.y *= magnification;
-	SDLRect.w *= magnification;
-	SDLRect.h *= magnification;
-	return SDLRect;
-}
-*/
-
 static void ScaleRect(const RECT *source_rect, RECT *destination_rect)
 {
 	destination_rect->left = source_rect->left * magnification;
@@ -379,17 +358,10 @@
 	ScaleRect(rect, &frameRect);
 
 	Backend_ScreenToSurface(surf[surf_no].backend, &frameRect);
-	//surf[surf_no].needs_updating = TRUE;
 }
 
 static void DrawBitmap(const RECT *rcView, int x, int y, const RECT *rect, Surface_Ids surf_no, BOOL transparent)
 {
-/*	if (surf[surf_no].needs_updating)
-	{
-		FlushSurface(surf_no);
-		surf[surf_no].needs_updating = FALSE;
-	}
-*/
 	RECT frameRect;
 
 	frameRect.left = rect->left;
@@ -445,7 +417,6 @@
 	ScaleRect(rect, &frameRect);
 
 	Backend_Blit(surf[from].backend, &frameRect, surf[to].backend, x * magnification, y * magnification, TRUE);
-	//surf[to].needs_updating = TRUE;
 }
 
 unsigned long GetCortBoxColor(unsigned long col)
@@ -481,7 +452,6 @@
 	const unsigned char col_blue = (unsigned char)((col >> 16) & 0xFF);
 
 	Backend_ColourFill(surf[surf_no].backend, &destRect, col_red, col_green, col_blue);
-	//surf[surf_no].needs_updating = TRUE;
 }
 
 #ifdef WINDOWS
@@ -591,7 +561,6 @@
 void PutText2(int x, int y, const char *text, unsigned long color, Surface_Ids surf_no)
 {
 	Backend_DrawText(surf[surf_no].backend, gFont, x * magnification, y * magnification, text, color);
-	//surf[surf_no].needs_updating = TRUE;
 }
 
 void EndTextObject()