Add an SDL_Surface-based renderer

Ha, my custom software renderer is faster!
This commit is contained in:
Clownacy 2019-07-17 16:09:18 +01:00
parent f21f17f4c2
commit 44456e4a25
6 changed files with 19 additions and 7 deletions

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@ -11,7 +11,7 @@ option(JAPANESE "Enable the Japanese-language build" OFF)
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")
set(RENDERER "Texture" CACHE STRING "Which renderer the game should use: 'Texture' for SDL2's hardware-accelerated Texture API, 'Surface' for SDL2's software-rendered Surface API, and 'Software' for a handwritten software renderer")
project(CSE2 LANGUAGES C CXX)
@ -248,8 +248,12 @@ endif()
if(RENDERER MATCHES "Texture")
target_sources(CSE2 PRIVATE "src/Backends/Rendering/SDLTexture.cpp")
elseif(RENDERER MATCHES "Surface")
target_sources(CSE2 PRIVATE "src/Backends/Rendering/SDLSurface.cpp")
elseif(RENDERER MATCHES "Software")
target_sources(CSE2 PRIVATE "src/Backends/Rendering/Software.cpp")
else()
message(FATAL_ERROR "Invalid RENDERER selected")
endif()
# Make some tweaks if we're targetting Windows

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@ -210,8 +210,12 @@ endif
ifeq ($(RENDERER), Texture)
SOURCES += Backends/Rendering/SDLTexture
else ifeq ($(RENDERER), Surface)
SOURCES += Backends/Rendering/Software
else ifeq ($(RENDERER), Software)
SOURCES += Backends/Rendering/Software
else
@echo Invalid RENDERER selected; this build will fail
endif
OBJECTS = $(addprefix obj/$(FILENAME)/, $(addsuffix .o, $(SOURCES)))

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@ -30,7 +30,10 @@ You can also add the following flags:
* `-DNONPORTABLE=ON` - Enable bits of code that aren't portable, but are what the original game used
* `-DFORCE_LOCAL_LIBS=ON` - Compile the built-in versions of SDL2, FreeType, and FLTK instead of using the system-provided ones
* `-DRENDERER=Texture` - Use the hardware-accelerated SDL2 Texture API renderer (default)
* `-DRENDERER=Software` - Use the software renderer
* `-DRENDERER=Surface` - Use SDL2's software-renderer Surface API
* `-DRENDERER=Texture` - Use the hardware-accelerated SDL2 Texture API renderer (default)
* `-DRENDERER=Surface` - Use the software-rendered SDL2 Surface API renderer
* `-DRENDERER=Software` - Use a handwritten software renderer
Then compile CSE2 with this command:
@ -56,7 +59,8 @@ Run 'make' in this folder, preferably with some of the following settings:
* `RASPBERRY_PI=1` - Enable tweaks to improve performance on Raspberry Pis
* `NONPORTABLE=1` - Enable bits of code that aren't portable, but are what the original game used
* `RENDERER=Texture` - Use the hardware-accelerated SDL2 Texture API renderer (default)
* `RENDERER=Software` - Use the software renderer
* `RENDERER=Surface` - Use the software-rendered SDL2 Surface API renderer
* `RENDERER=Software` - Use a hand-written software renderer
### Visual Studio .NET 2003

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@ -6,7 +6,7 @@
#include "../Font.h"
struct Backend_Surface;
typedef struct Backend_Surface Backend_Surface;
BOOL Backend_Init(SDL_Window *window);
void Backend_Deinit(void);

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@ -9,7 +9,7 @@
#include "../../Font.h"
struct Backend_Surface
typedef struct Backend_Surface
{
BOOL needs_syncing;
SDL_Surface *sdl_surface;
@ -17,7 +17,7 @@ struct Backend_Surface
struct Backend_Surface *next;
struct Backend_Surface *prev;
};
} Backend_Surface;
static SDL_Renderer *renderer;
static SDL_Texture *screen_texture;

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@ -15,7 +15,7 @@ struct Backend_Surface
unsigned int width;
unsigned int height;
unsigned int pitch;
};
} Backend_Surface;
static SDL_Window *window;
static SDL_Surface *window_surface;