ref: 8bce9ffc7afe8f52d5440b1e759ae17979cd8038
dir: /src/Backends/Rendering/SDLTexture.cpp/
#include "../Rendering.h" #include <stddef.h> #include <stdlib.h> #include "SDL.h" #include "../../WindowsWrapper.h" #include "../../Draw.h" #include "../../Ending.h" #include "../../MapName.h" #include "../../TextScr.h" typedef struct Backend_Surface { SDL_Texture *texture; unsigned char *pixels; unsigned int width; unsigned int height; } Backend_Surface; typedef struct Backend_Glyph { SDL_Texture *texture; unsigned int width; unsigned int height; } Backend_Glyph; static SDL_Renderer *renderer; static Backend_Surface framebuffer; 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; } SDL_Window* Backend_CreateWindow(const char *title, int width, int height) { return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 0); } Backend_Surface* Backend_Init(SDL_Window *window) { renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); if (renderer == NULL) return NULL; int width, height; SDL_GetRendererOutputSize(renderer, &width, &height); framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height); if (framebuffer.texture == NULL) { SDL_DestroyRenderer(renderer); return NULL; } framebuffer.width = width; framebuffer.height = height; return &framebuffer; } void Backend_Deinit(void) { SDL_DestroyTexture(framebuffer.texture); SDL_DestroyRenderer(renderer); } void Backend_DrawScreen(void) { SDL_SetRenderTarget(renderer, NULL); SDL_RenderCopy(renderer, framebuffer.texture, NULL, NULL); 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->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height); if (surface->texture == NULL) { free(surface); return NULL; } surface->width = width; surface->height = height; return surface; } void Backend_FreeSurface(Backend_Surface *surface) { if (surface == NULL) return; SDL_DestroyTexture(surface->texture); free(surface); } unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch) { if (surface == NULL) return NULL; *pitch = surface->width * 3; surface->pixels = (unsigned char*)malloc(surface->width * surface->height * 3); return surface->pixels; } void Backend_UnlockSurface(Backend_Surface *surface) { if (surface == NULL) return; unsigned char *buffer = (unsigned char*)malloc(surface->width * surface->height * 4); unsigned char *buffer_pointer = buffer; const unsigned char *src_pixel = surface->pixels; // Convert the SDL_Surface's colour-keyed pixels to RGBA32 for (unsigned int y = 0; y < surface->height; ++y) { for (unsigned int x = 0; x < surface->width; ++x) { *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 #000000 (black) *buffer_pointer++ = 0; else *buffer_pointer++ = 0xFF; src_pixel += 3; } } free(surface->pixels); SDL_UpdateTexture(surface->texture, NULL, buffer, surface->width * 4); free(buffer); } void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key) { if (source_surface == NULL || destination_surface == NULL) return; SDL_Rect source_rect; RectToSDLRect(rect, &source_rect); SDL_Rect destination_rect = {(int)x, (int)y, source_rect.w, source_rect.h}; // 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); } void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue) { if (surface == NULL) return; SDL_Rect sdl_rect; RectToSDLRect(rect, &sdl_rect); // Check colour-key if (red == 0 && green == 0 && blue == 0) SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0); else SDL_SetRenderDrawColor(renderer, red, green, blue, SDL_ALPHA_OPAQUE); // Draw colour SDL_SetRenderTarget(renderer, surface->texture); SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE); SDL_RenderFillRect(renderer, &sdl_rect); SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND); } BOOL Backend_SupportsSubpixelGlyphs(void) { return FALSE; // SDL_Textures don't have per-component alpha } Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch, FontPixelMode pixel_mode) { Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph)); if (glyph == NULL) return NULL; glyph->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); if (glyph->texture == NULL) { free(glyph); return NULL; } unsigned char *buffer = (unsigned char*)malloc(width * height * 4); if (buffer == NULL) { SDL_DestroyTexture(glyph->texture); free(glyph); return NULL; } unsigned char *destination_pointer = buffer; switch (pixel_mode) { case FONT_PIXEL_MODE_LCD: // Unsupported break; case FONT_PIXEL_MODE_GRAY: for (unsigned int y = 0; y < height; ++y) { const unsigned char *source_pointer = pixels + y * pitch; for (unsigned int x = 0; x < width; ++x) { *destination_pointer++ = 0xFF; *destination_pointer++ = 0xFF; *destination_pointer++ = 0xFF; *destination_pointer++ = *source_pointer++; } } break; case FONT_PIXEL_MODE_MONO: for (unsigned int y = 0; y < height; ++y) { const unsigned char *source_pointer = pixels + y * pitch; for (unsigned int x = 0; x < width; ++x) { *destination_pointer++ = 0xFF; *destination_pointer++ = 0xFF; *destination_pointer++ = 0xFF; *destination_pointer++ = *source_pointer++ ? 0xFF : 0; } } break; } SDL_UpdateTexture(glyph->texture, NULL, buffer, width * 4); glyph->width = width; glyph->height = height; return glyph; } void Backend_UnloadGlyph(Backend_Glyph *glyph) { if (glyph == NULL) return; SDL_DestroyTexture(glyph->texture); free(glyph); } void Backend_DrawGlyph(Backend_Surface *surface, Backend_Glyph *glyph, long x, long y, const unsigned char *colours) { // The SDL_Texture side of things uses alpha, not a colour-key, so the bug where the font is blended // with the colour key doesn't occur. if (glyph == NULL || surface == NULL) return; SDL_Rect destination_rect = {(int)x, (int)y, (int)glyph->width, (int)glyph->height}; // Blit the texture SDL_SetTextureColorMod(glyph->texture, colours[0], colours[1], colours[2]); SDL_SetTextureBlendMode(glyph->texture, SDL_BLENDMODE_BLEND); SDL_SetRenderTarget(renderer, surface->texture); SDL_RenderCopy(renderer, glyph->texture, NULL, &destination_rect); } void Backend_HandleDeviceLoss(void) { // All of our target-textures have been lost, so regenerate them RestoreSurfaces(); RestoreStripper(); RestoreMapName(); RestoreTextScript(); } void Backend_HandleWindowResize(void) { // No problem for us }