ref: 9eaba52cafcac7c2f3bfc72d7be1f15893196be1
dir: /src/Backends/Rendering/SDLTexture.cpp/
#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; struct Backend_Surface *next; struct Backend_Surface *prev; }; static SDL_Renderer *renderer; static SDL_Texture *screen_texture; static Backend_Surface *surface_list_head; 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; surface->next = surface_list_head; if (surface->next) surface->next->prev = surface; surface_list_head = surface; return surface; } void Backend_FreeSurface(Backend_Surface *surface) { if (surface->next) surface->next->prev = surface->prev; if (surface->prev) surface->prev->next = surface->next; 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); } void Backend_HandleDeviceLoss(void) { // All of our textures have been lost, so regenerate them for (Backend_Surface *surface = surface_list_head; surface != NULL; surface = surface->next) surface->needs_syncing = TRUE; } void Backend_HandleWindowResize(void) { // No problem for us }