491 lines
14 KiB
C++
491 lines
14 KiB
C++
#include "../Rendering.h"
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#include <stddef.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <string.h>
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#include <string>
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#include "SDL.h"
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#define SPRITEBATCH_IMPLEMENTATION
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#include "../../../external/cute_spritebatch.h"
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#include "../../WindowsWrapper.h"
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#include "../Misc.h"
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#include "../SDL2/Window.h"
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#include "../../Draw.h"
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#include "../../Ending.h"
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#include "../../MapName.h"
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#include "../../TextScr.h"
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typedef struct RenderBackend_Surface
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{
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SDL_Texture *texture;
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unsigned char *pixels;
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unsigned int width;
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unsigned int height;
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BOOL lost;
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struct RenderBackend_Surface *next;
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struct RenderBackend_Surface *prev;
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} RenderBackend_Surface;
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typedef struct RenderBackend_Glyph
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{
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unsigned char *pixels;
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unsigned int width;
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unsigned int height;
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} RenderBackend_Glyph;
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SDL_Window *window;
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static SDL_Renderer *renderer;
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static RenderBackend_Surface framebuffer;
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static RenderBackend_Surface *surface_list_head;
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static unsigned char glyph_colour_channels[3];
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static spritebatch_t glyph_batcher;
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static void RectToSDLRect(const RECT *rect, SDL_Rect *sdl_rect)
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{
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sdl_rect->x = (int)rect->left;
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sdl_rect->y = (int)rect->top;
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sdl_rect->w = (int)(rect->right - rect->left);
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sdl_rect->h = (int)(rect->bottom - rect->top);
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if (sdl_rect->w < 0)
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sdl_rect->w = 0;
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if (sdl_rect->h < 0)
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sdl_rect->h = 0;
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}
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// Blit the glyphs in the batch
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static void GlyphBatch_Draw(spritebatch_sprite_t *sprites, int count, int texture_w, int texture_h, void *udata)
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{
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(void)udata;
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SDL_Texture *texture_atlas = (SDL_Texture*)sprites[0].texture_id;
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// The SDL_Texture side of things uses alpha, not a colour-key, so the bug where the font is blended
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// with the colour key doesn't occur.
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if (SDL_SetTextureColorMod(texture_atlas, glyph_colour_channels[0], glyph_colour_channels[1], glyph_colour_channels[2]) < 0)
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Backend_PrintError("Couldn't set additional color value: %s", SDL_GetError());
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if (SDL_SetTextureBlendMode(texture_atlas, SDL_BLENDMODE_BLEND) < 0)
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Backend_PrintError("Couldn't set texture blend mode: %s", SDL_GetError());
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for (int i = 0; i < count; ++i)
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{
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RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)sprites[i].image_id;
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SDL_Rect source_rect = {(int)(texture_w * sprites[i].minx), (int)(texture_h * sprites[i].maxy), (int)glyph->width, (int)glyph->height};
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SDL_Rect destination_rect = {(int)sprites[i].x, (int)sprites[i].y, (int)glyph->width, (int)glyph->height};
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if (SDL_RenderCopy(renderer, texture_atlas, &source_rect, &destination_rect) < 0)
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Backend_PrintError("Couldn't copy glyph texture portion to renderer: %s", SDL_GetError());
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}
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}
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// Upload the glyph's pixels
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static void GlyphBatch_GetPixels(SPRITEBATCH_U64 image_id, void *buffer, int bytes_to_fill, void *udata)
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{
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(void)udata;
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RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)image_id;
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memcpy(buffer, glyph->pixels, bytes_to_fill);
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}
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// Create a texture atlas, and upload pixels to it
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static SPRITEBATCH_U64 GlyphBatch_CreateTexture(void *pixels, int w, int h, void *udata)
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{
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(void)udata;
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SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, w, h);
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if (texture == NULL)
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Backend_PrintError("Couldn't create texture for renderer: %s", SDL_GetError());
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if (SDL_UpdateTexture(texture, NULL, pixels, w * 4) < 0)
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Backend_PrintError("Couldn't update texture: %s", SDL_GetError());
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return (SPRITEBATCH_U64)texture;
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}
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// Destroy texture atlas
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static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void *udata)
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{
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(void)udata;
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SDL_DestroyTexture((SDL_Texture*)texture_id);
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}
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RenderBackend_Surface* RenderBackend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen)
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{
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Backend_PrintInfo("Initializing SDLTexture rendering backend...");
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Backend_PrintInfo("Available SDL render drivers:");
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for (int i = 0; i < SDL_GetNumRenderDrivers(); ++i)
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{
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SDL_RendererInfo info;
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if (SDL_GetRenderDriverInfo(i, &info) < 0)
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Backend_PrintError("Couldn't get render driver information: %s", SDL_GetError());
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else
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Backend_PrintInfo("%s", info.name);
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}
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window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, 0);
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if (window != NULL)
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{
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if (fullscreen)
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{
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if (SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN) < 0)
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Backend_PrintError("Couldn't set window to fullscreen: %s", SDL_GetError());
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}
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#if SDL_VERSION_ATLEAST(2,0,10)
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SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1"); // We never interfere with the renderer, so don't let SDL implicitly disable batching
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#endif
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renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
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if (renderer != NULL)
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{
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SDL_RendererInfo info;
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if (SDL_GetRendererInfo(renderer, &info) < 0)
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Backend_PrintError("Couldn't get selected render driver information: %s", SDL_GetError());
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else
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Backend_PrintInfo("Selected SDL render driver: %s", info.name);
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framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, screen_width, screen_height);
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if (framebuffer.texture != NULL)
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{
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framebuffer.width = screen_width;
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framebuffer.height = screen_height;
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// Set-up glyph-batcher
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spritebatch_config_t config;
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spritebatch_set_default_config(&config);
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config.pixel_stride = 4;
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config.atlas_width_in_pixels = 256;
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config.atlas_height_in_pixels = 256;
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config.lonely_buffer_count_till_flush = 4; // Start making atlases immediately
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config.batch_callback = GlyphBatch_Draw;
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config.get_pixels_callback = GlyphBatch_GetPixels;
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config.generate_texture_callback = GlyphBatch_CreateTexture;
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config.delete_texture_callback = GlyphBatch_DestroyTexture;
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if (spritebatch_init(&glyph_batcher, &config, NULL) == 0)
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{
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Backend_PostWindowCreation();
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Backend_PrintInfo("Successfully initialized SDLTexture rendering backend");
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return &framebuffer;
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}
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else
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{
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Backend_ShowMessageBox("Fatal error (SDLTexture rendering backend)", "Failed to initialize spritebatch");
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}
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}
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else
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{
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std::string error_message = std::string("Could not create framebuffer: ") + SDL_GetError();
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Backend_ShowMessageBox("Fatal error (SDLTexture rendering backend)", error_message.c_str());
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}
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SDL_DestroyRenderer(renderer);
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}
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else
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{
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std::string error_message = std::string("Could not create renderer: ") + SDL_GetError();
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Backend_ShowMessageBox("Fatal error (SDLTexture rendering backend)", error_message.c_str());
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}
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SDL_DestroyWindow(window);
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}
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else
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{
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std::string error_message = std::string("Could not create window: ") + SDL_GetError();
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Backend_ShowMessageBox("Fatal error (SDLTexture rendering backend)", error_message.c_str());
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}
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return NULL;
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}
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void RenderBackend_Deinit(void)
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{
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Backend_PrintInfo("De-initializing SDLTexture rendering backend...");
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spritebatch_term(&glyph_batcher);
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SDL_DestroyTexture(framebuffer.texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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Backend_PrintInfo("Finished de-initializing SDLTexture rendering backend...");
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}
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void RenderBackend_DrawScreen(void)
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{
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spritebatch_tick(&glyph_batcher);
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if (SDL_SetRenderTarget(renderer, NULL) < 0)
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Backend_PrintError("Couldn't set default render target as the current rendering target: %s", SDL_GetError());
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if (SDL_RenderCopy(renderer, framebuffer.texture, NULL, NULL) < 0)
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Backend_PrintError("Failed to copy framebuffer texture to default render target: %s", SDL_GetError());
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SDL_RenderPresent(renderer);
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}
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RenderBackend_Surface* RenderBackend_CreateSurface(unsigned int width, unsigned int height)
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{
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RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface));
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if (surface == NULL)
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return NULL;
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surface->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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if (surface->texture == NULL)
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{
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free(surface);
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return NULL;
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}
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surface->width = width;
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surface->height = height;
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surface->lost = FALSE;
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// Add to linked-list
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surface->prev = NULL;
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surface->next = surface_list_head;
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surface_list_head = surface;
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if (surface->next != NULL)
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surface->next->prev = surface;
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return surface;
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}
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void RenderBackend_FreeSurface(RenderBackend_Surface *surface)
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{
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if (surface == NULL)
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return;
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// Remove from linked list
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if (surface->next != NULL)
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surface->next->prev = surface->prev;
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if (surface->prev != NULL)
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surface->prev->next = surface->next;
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SDL_DestroyTexture(surface->texture);
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free(surface);
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}
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BOOL RenderBackend_IsSurfaceLost(RenderBackend_Surface *surface)
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{
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return surface->lost;
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}
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void RenderBackend_RestoreSurface(RenderBackend_Surface *surface)
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{
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surface->lost = FALSE;
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}
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unsigned char* RenderBackend_LockSurface(RenderBackend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height)
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{
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if (surface == NULL)
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return NULL;
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*pitch = width * 3;
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surface->pixels = (unsigned char*)malloc(width * height * 3);
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return surface->pixels;
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}
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void RenderBackend_UnlockSurface(RenderBackend_Surface *surface, unsigned int width, unsigned int height)
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{
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if (surface == NULL)
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return;
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unsigned char *buffer = (unsigned char*)malloc(width * height * 4);
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if (buffer == NULL)
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{
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Backend_PrintError("Couldn't allocate memory for surface buffer: %s", SDL_GetError());
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return;
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}
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const unsigned char *src_pixel = surface->pixels;
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// Convert the SDL_Surface's colour-keyed pixels to RGBA32
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for (unsigned int y = 0; y < height; ++y)
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{
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unsigned char *buffer_pointer = &buffer[y * width * 4];
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for (unsigned int x = 0; x < width; ++x)
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{
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*buffer_pointer++ = src_pixel[0];
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*buffer_pointer++ = src_pixel[1];
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*buffer_pointer++ = src_pixel[2];
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if (src_pixel[0] == 0 && src_pixel[1] == 0 && src_pixel[2] == 0) // Assumes the colour key will always be #000000 (black)
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*buffer_pointer++ = 0;
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else
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*buffer_pointer++ = 0xFF;
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src_pixel += 3;
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}
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}
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free(surface->pixels);
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SDL_Rect rect = {0, 0, (int)width, (int)height};
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if (SDL_UpdateTexture(surface->texture, &rect, buffer, width * 4) < 0)
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Backend_PrintError("Couldn't update part of texture: %s", SDL_GetError());
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free(buffer);
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}
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void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RECT *rect, RenderBackend_Surface *destination_surface, long x, long y, BOOL colour_key)
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{
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if (source_surface == NULL || destination_surface == NULL)
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return;
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SDL_Rect source_rect;
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RectToSDLRect(rect, &source_rect);
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SDL_Rect destination_rect = {(int)x, (int)y, source_rect.w, source_rect.h};
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// Blit the texture
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if (SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE) < 0)
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Backend_PrintError("Couldn't set texture blend mode: %s", SDL_GetError());
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if (SDL_SetRenderTarget(renderer, destination_surface->texture) < 0)
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Backend_PrintError("Couldn't set current rendering target: %s", SDL_GetError());
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if (SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect) < 0)
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Backend_PrintError("Couldn't copy part of texture to rendering target: %s", SDL_GetError());
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}
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void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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if (surface == NULL)
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return;
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SDL_Rect sdl_rect;
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RectToSDLRect(rect, &sdl_rect);
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Uint8 alpha = SDL_ALPHA_OPAQUE;
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// Check colour-key
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if (red == 0 && green == 0 && blue == 0)
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alpha = 0;
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if (SDL_SetRenderDrawColor(renderer, red, green, blue, alpha) < 0)
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Backend_PrintError("Couldn't set color for drawing operations: %s", SDL_GetError());
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// Draw colour
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if (SDL_SetRenderTarget(renderer, surface->texture) < 0)
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Backend_PrintError("Couldn't set texture current rendering target: %s", SDL_GetError());
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if (SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE) < 0)
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Backend_PrintError("Couldn't disable blending for drawing operations: %s", SDL_GetError());
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if (SDL_RenderFillRect(renderer, &sdl_rect) < 0)
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Backend_PrintError("Couldn't fill rectangle on current rendering target: %s", SDL_GetError());
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if (SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND) < 0)
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Backend_PrintError("Couldn't enable alpha blending for drawing operations: %s", SDL_GetError());
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}
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RenderBackend_Glyph* RenderBackend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch)
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{
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RenderBackend_Glyph *glyph = (RenderBackend_Glyph*)malloc(sizeof(RenderBackend_Glyph));
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if (glyph == NULL)
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return NULL;
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glyph->pixels = (unsigned char*)malloc(width * height * 4);
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if (glyph->pixels == NULL)
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{
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free(glyph);
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return NULL;
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}
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unsigned char *destination_pointer = glyph->pixels;
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for (unsigned int y = 0; y < height; ++y)
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{
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const unsigned char *source_pointer = pixels + y * pitch;
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for (unsigned int x = 0; x < width; ++x)
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{
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = 0xFF;
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*destination_pointer++ = *source_pointer++;
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}
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}
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glyph->width = width;
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glyph->height = height;
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return glyph;
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}
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void RenderBackend_UnloadGlyph(RenderBackend_Glyph *glyph)
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{
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if (glyph == NULL)
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return;
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free(glyph->pixels);
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free(glyph);
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}
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void RenderBackend_PrepareToDrawGlyphs(RenderBackend_Surface *destination_surface, const unsigned char *colour_channels)
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{
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if (destination_surface == NULL)
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return;
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if (SDL_SetRenderTarget(renderer, destination_surface->texture) < 0)
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Backend_PrintError("Couldn't set texture as current rendering target: %s", SDL_GetError());
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memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels));
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}
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void RenderBackend_DrawGlyph(RenderBackend_Glyph *glyph, long x, long y)
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{
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if (spritebatch_push(&glyph_batcher, (SPRITEBATCH_U64)glyph, glyph->width, glyph->height, x, y, 1.0f, 1.0f, 0.0f, 0.0f, 0) != 1)
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Backend_PrintError("Failed to push glyph to batcher");
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}
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void RenderBackend_FlushGlyphs(void)
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{
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if (spritebatch_defrag(&glyph_batcher) != 1)
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Backend_PrintError("Couldn't defrag textures");
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spritebatch_flush(&glyph_batcher);
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}
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void RenderBackend_HandleRenderTargetLoss(void)
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{
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for (RenderBackend_Surface *surface = surface_list_head; surface != NULL; surface = surface->next)
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surface->lost = TRUE;
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}
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void RenderBackend_HandleWindowResize(unsigned int width, unsigned int height)
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{
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(void)width;
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(void)height;
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// No problem for us
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}
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