ref: e094f2ff6818c0b05cbd559e668295cd307c3e6c
dir: /src/Backends/Rendering/SDLTexture.cpp/
#include "../Rendering.h" #include <stddef.h> #include <stdlib.h> #include "SDL.h" #include "../../WindowsWrapper.h" #include "../../Font.h" typedef struct Backend_Surface { BOOL alpha; BOOL needs_syncing; SDL_Surface *sdl_surface; SDL_Texture *texture; struct Backend_Surface *next; struct Backend_Surface *prev; } Backend_Surface; typedef struct Backend_Glyph { Backend_Surface *surface; } Backend_Glyph; static SDL_Renderer *renderer; static SDL_Texture *screen_texture; static Backend_Surface *surface_list_head; static void FlushSurface(Backend_Surface *surface) { if (surface->alpha) { SDL_UpdateTexture(surface->texture, NULL, surface->sdl_surface->pixels, surface->sdl_surface->pitch); } else { 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 y = 0; y < surface->sdl_surface->h; ++y) { unsigned char *src_pixel = (unsigned char*)surface->sdl_surface->pixels + (y * surface->sdl_surface->pitch); for (int x = 0; x < surface->sdl_surface->w; ++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; } } 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; } SDL_Window* Backend_CreateWindow(const char *title, int width, int height) { return SDL_CreateWindow(title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, width, height, 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_DestroyTexture(screen_texture); 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); } static Backend_Surface* CreateSurface(unsigned int width, unsigned int height, BOOL alpha) { Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface)); if (surface == NULL) return NULL; surface->sdl_surface = SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, alpha ? SDL_PIXELFORMAT_RGBA32 : 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; } surface->alpha = alpha; if (!surface->alpha) 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; surface->prev = NULL; surface_list_head = surface; if (surface->next) surface->next->prev = surface; return surface; } Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height) { return CreateSurface(width, height, FALSE); } void Backend_FreeSurface(Backend_Surface *surface) { if (surface == NULL) return; if (surface->next) surface->next->prev = surface->prev; if (surface->prev) surface->prev->next = surface->next; SDL_DestroyTexture(surface->texture); SDL_FreeSurface(surface->sdl_surface); free(surface); } unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch) { if (surface == NULL) return NULL; *pitch = surface->sdl_surface->pitch; return (unsigned char*)surface->sdl_surface->pixels; } void Backend_UnlockSurface(Backend_Surface *surface) { if (surface == NULL) return; surface->needs_syncing = TRUE; } void Backend_BlitToSurface(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y) { if (source_surface == NULL || destination_surface == NULL) return; 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 = {(int)x, (int)y, source_rect.w, source_rect.h}; // Blit the surface SDL_SetSurfaceBlendMode(source_surface->sdl_surface, SDL_BLENDMODE_BLEND); SDL_BlitSurface(source_surface->sdl_surface, &source_rect, destination_surface->sdl_surface, &destination_rect); // Now blit the texture SDL_SetTextureBlendMode(source_surface->texture, SDL_BLENDMODE_BLEND); 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 == NULL) return; 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 = {(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_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect); } void Backend_ColourFillToSurface(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); // 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, 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); 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, SDL_ALPHA_OPAQUE); 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) { if (surface == NULL) return; 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); } BOOL Backend_SupportsSubpixelGlyph(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, unsigned char pixel_mode) { Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph)); if (glyph == NULL) return NULL; glyph->surface = CreateSurface(width, height, TRUE); if (glyph->surface == NULL) { free(glyph); return NULL; } unsigned int surface_pitch; unsigned char *surface_pixels = Backend_LockSurface(glyph->surface, &surface_pitch); switch (pixel_mode) { // FONT_PIXEL_MODE_LCD is unsupported case FONT_PIXEL_MODE_GRAY: for (unsigned int y = 0; y < height; ++y) { const unsigned char *source_pointer = pixels + y * pitch; unsigned char *destination_pointer = surface_pixels + y * surface_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; unsigned char *destination_pointer = surface_pixels + y * surface_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; } Backend_UnlockSurface(glyph->surface); return glyph; } void Backend_UnloadGlyph(Backend_Glyph *glyph) { if (glyph == NULL) return; Backend_FreeSurface(glyph->surface); free(glyph); } void Backend_DrawGlyphToSurface(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. SDL_Textures don't support colour-keys, so the next best thing // is relying on the software fallback. if (glyph == NULL || surface == NULL) return; SDL_Rect destination_rect = {(int)x, (int)y, glyph->surface->sdl_surface->w, glyph->surface->sdl_surface->h}; SDL_SetSurfaceColorMod(glyph->surface->sdl_surface, colours[0], colours[1], colours[2]); SDL_SetSurfaceBlendMode(glyph->surface->sdl_surface, SDL_BLENDMODE_BLEND); SDL_BlitSurface(glyph->surface->sdl_surface, NULL, surface->sdl_surface, &destination_rect); surface->needs_syncing = TRUE; } void Backend_DrawGlyphToScreen(Backend_Glyph *glyph, long x, long y, const unsigned char *colours) { if (glyph == NULL) return; RECT rect; rect.left = 0; rect.top = 0; rect.right = glyph->surface->sdl_surface->w; rect.bottom = glyph->surface->sdl_surface->h; SDL_SetSurfaceColorMod(glyph->surface->sdl_surface, colours[0], colours[1], colours[2]); SDL_SetTextureColorMod(glyph->surface->texture, colours[0], colours[1], colours[2]); Backend_BlitToScreen(glyph->surface, &rect, x, y, TRUE); } 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 }