ref: 9eaba52cafcac7c2f3bfc72d7be1f15893196be1
dir: /src/Backends/Rendering/Software.cpp/
#include "../Rendering.h" #include <stddef.h> #include <stdlib.h> #include "SDL.h" #include "../../WindowsWrapper.h" #include "../../Font.h" struct Backend_Surface { unsigned char *pixels; unsigned int width; unsigned int height; unsigned int pitch; }; static SDL_Window *window; static SDL_Surface *window_surface; static SDL_Surface *screen_surface; static Backend_Surface framebuffer; BOOL Backend_Init(SDL_Window *p_window) { window = p_window; window_surface = SDL_GetWindowSurface(window); screen_surface = SDL_CreateRGBSurfaceWithFormat(0, window_surface->w, window_surface->h, 0, SDL_PIXELFORMAT_RGB24); if (screen_surface == NULL) return FALSE; framebuffer.pixels = (unsigned char*)screen_surface->pixels; framebuffer.width = screen_surface->w; framebuffer.height = screen_surface->h; framebuffer.pitch = screen_surface->pitch; return TRUE; } void Backend_Deinit(void) { SDL_FreeSurface(screen_surface); } void Backend_DrawScreen(void) { SDL_BlitSurface(screen_surface, NULL, window_surface, NULL); SDL_UpdateWindowSurface(window); } 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->pixels = (unsigned char*)malloc(width * height * 3); if (surface->pixels == NULL) { free(surface); return NULL; } surface->width = width; surface->height = height; surface->pitch = width * 3; return surface; } 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) { for (unsigned int i = 0; i < height; ++i) { const unsigned char *src_row = &pixels[i * pitch]; unsigned char *dst_row = &surface->pixels[i * surface->pitch]; memcpy(dst_row, src_row, width * 3); } } void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key) { RECT rect_clamped; rect_clamped.left = rect->left; rect_clamped.top = rect->top; rect_clamped.right = rect->right; rect_clamped.bottom = rect->bottom; // Clamp the rect and coordinates so we don't write outside the pixel buffer long overflow; overflow = 0 - x; if (overflow > 0) { rect_clamped.left += overflow; x += overflow; } overflow = 0 - y; if (overflow > 0) { rect_clamped.top += overflow; y += overflow; } overflow = (x + (rect_clamped.right - rect_clamped.left)) - destination_surface->width; if (overflow > 0) { rect_clamped.right -= overflow; } overflow = (y + (rect_clamped.bottom - rect_clamped.top)) - destination_surface->height; if (overflow > 0) { rect_clamped.bottom -= overflow; } // Do the actual blitting if (colour_key) { for (long j = 0; j < rect_clamped.bottom - rect_clamped.top; ++j) { unsigned char *source_pointer = &source_surface->pixels[((rect_clamped.top + j) * source_surface->pitch) + (rect_clamped.left * 3)]; unsigned char *destination_pointer = &destination_surface->pixels[((y + j) * destination_surface->pitch) + (x * 3)]; for (long i = 0; i < rect_clamped.right - rect_clamped.left; ++i) { if (source_pointer[0] != 0 || source_pointer[1] != 0 || source_pointer[2] != 0) // Assumes the colour key will always be #00000000 (black) { destination_pointer[0] = source_pointer[0]; destination_pointer[1] = source_pointer[1]; destination_pointer[2] = source_pointer[2]; } source_pointer += 3; destination_pointer += 3; } } } else { for (long j = 0; j < rect_clamped.bottom - rect_clamped.top; ++j) { unsigned char *source_pointer = &source_surface->pixels[((rect_clamped.top + j) * source_surface->pitch) + (rect_clamped.left * 3)]; unsigned char *destination_pointer = &destination_surface->pixels[((y + j) * destination_surface->pitch) + (x * 3)]; memcpy(destination_pointer, source_pointer, (rect_clamped.right - rect_clamped.left) * 3); } } } 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); } void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue) { RECT rect_clamped; rect_clamped.left = rect->left; rect_clamped.top = rect->top; rect_clamped.right = rect->right; rect_clamped.bottom = rect->bottom; // Clamp the rect so it doesn't write outside the pixel buffer long overflow; overflow = 0 - rect_clamped.left; if (overflow > 0) { rect_clamped.left += overflow; } overflow = 0 - rect_clamped.top; if (overflow > 0) { rect_clamped.top += overflow; } overflow = rect_clamped.right - surface->width; if (overflow > 0) { rect_clamped.right -= overflow; } overflow = rect_clamped.bottom - surface->height; if (overflow > 0) { rect_clamped.bottom -= overflow; } for (long j = 0; j < rect_clamped.bottom - rect_clamped.top; ++j) { unsigned char *source_pointer = &surface->pixels[((rect_clamped.top + j) * surface->pitch) + (rect_clamped.left * 3)]; for (long i = 0; i < rect_clamped.right - rect_clamped.left; ++i) { *source_pointer++ = red; *source_pointer++ = green; *source_pointer++ = blue; } } } void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue) { Backend_ColourFill(&framebuffer, rect, red, green, blue); } void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect) { Backend_Blit(&framebuffer, rect, surface, rect->left, rect->top, FALSE); } void Backend_DrawText(Backend_Surface *surface, FontObject *font, int x, int y, const char *text, unsigned long colour) { DrawText(font, surface->pixels, surface->pitch, surface->width, surface->height, x, y, colour, text, strlen(text)); } void Backend_DrawTextToScreen(FontObject *font, int x, int y, const char *text, unsigned long colour) { Backend_DrawText(&framebuffer, font, x, y, text, colour); } void Backend_HandleDeviceLoss(void) { // No problem for us } void Backend_HandleWindowResize(void) { // https://wiki.libsdl.org/SDL_GetWindowSurface // We need to fetch a new surface pointer window_surface = SDL_GetWindowSurface(window); }