276 lines
8.1 KiB
C++
276 lines
8.1 KiB
C++
#include "Rendering.h"
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#include <stddef.h>
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#include <stdlib.h>
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#include "SDL.h"
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#include "../WindowsWrapper.h"
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#include "../Font.h"
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struct Backend_Surface
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{
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BOOL needs_syncing;
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SDL_Surface *sdl_surface;
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SDL_Texture *texture;
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};
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static SDL_Renderer *renderer;
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static SDL_Texture *screen_texture;
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static void FlushSurface(Backend_Surface *surface)
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{
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unsigned char *buffer = (unsigned char*)malloc(surface->sdl_surface->w * surface->sdl_surface->h * 4);
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unsigned char *buffer_pointer = buffer;
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// Convert the SDL_Surface's colour-keyed pixels to RGBA32
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for (int h = 0; h < surface->sdl_surface->h; ++h)
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{
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unsigned char *src_pixel = (unsigned char*)surface->sdl_surface->pixels + (h * surface->sdl_surface->pitch);
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for (int w = 0; w < surface->sdl_surface->w; ++w)
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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 #00000000 (black)
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*buffer_pointer++ = 0xFF;
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else
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*buffer_pointer++ = 0;
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src_pixel += 3;
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}
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}
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SDL_UpdateTexture(surface->texture, NULL, buffer, surface->sdl_surface->w * 4);
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free(buffer);
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}
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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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BOOL Backend_Init(SDL_Window *window)
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{
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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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return FALSE;
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int width, height;
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SDL_GetRendererOutputSize(renderer, &width, &height);
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screen_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
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SDL_SetRenderTarget(renderer, screen_texture);
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return TRUE;
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}
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void Backend_Deinit(void)
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{
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SDL_DestroyRenderer(renderer);
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}
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void Backend_DrawScreen(void)
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{
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SDL_SetRenderTarget(renderer, NULL);
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SDL_RenderCopy(renderer, screen_texture, NULL, NULL);
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SDL_SetRenderTarget(renderer, screen_texture);
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SDL_RenderPresent(renderer);
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}
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Backend_Surface* Backend_CreateSurface(unsigned int width, unsigned int height)
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{
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Backend_Surface *surface = (Backend_Surface*)malloc(sizeof(Backend_Surface));
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if (surface == NULL)
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return NULL;
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surface->sdl_surface = SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, SDL_PIXELFORMAT_RGB24);
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if (surface->sdl_surface == 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->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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SDL_FreeSurface(surface->sdl_surface);
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free(surface);
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return NULL;
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}
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SDL_SetColorKey(surface->sdl_surface, SDL_TRUE, SDL_MapRGB(surface->sdl_surface->format, 0, 0, 0));
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surface->needs_syncing = FALSE;
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return surface;
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}
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void Backend_FreeSurface(Backend_Surface *surface)
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{
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SDL_FreeSurface(surface->sdl_surface);
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free(surface);
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}
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void Backend_LoadPixels(Backend_Surface *surface, const unsigned char *pixels, unsigned int width, unsigned int height, unsigned int pitch)
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{
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for (unsigned int h = 0; h < height; ++h)
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{
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const unsigned char *src_row = &pixels[h * pitch];
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unsigned char *dst_row = (unsigned char*)surface->sdl_surface->pixels + h * surface->sdl_surface->pitch;
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memcpy(dst_row, src_row, width * 3);
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}
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surface->needs_syncing = TRUE;
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}
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void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
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{
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if (source_surface->needs_syncing)
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{
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FlushSurface(source_surface);
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source_surface->needs_syncing = FALSE;
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}
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SDL_Rect source_rect;
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RectToSDLRect(rect, &source_rect);
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SDL_Rect destination_rect = {x, y, source_rect.w, source_rect.h};
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// Blit the surface
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SDL_SetSurfaceBlendMode(source_surface->sdl_surface, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
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SDL_BlitSurface(source_surface->sdl_surface, &source_rect, destination_surface->sdl_surface, &destination_rect);
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// Now blit the texture
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SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
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SDL_SetRenderTarget(renderer, destination_surface->texture);
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SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
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SDL_SetRenderTarget(renderer, screen_texture);
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}
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void Backend_BlitToScreen(Backend_Surface *source_surface, const RECT *rect, long x, long y, BOOL colour_key)
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{
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if (source_surface->needs_syncing)
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{
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FlushSurface(source_surface);
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source_surface->needs_syncing = FALSE;
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}
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SDL_Rect source_rect;
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RectToSDLRect(rect, &source_rect);
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SDL_Rect destination_rect = {x, y, source_rect.w, source_rect.h};
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// Blit the texture
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SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
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SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect);
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}
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void Backend_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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SDL_Rect sdl_rect;
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RectToSDLRect(rect, &sdl_rect);
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// Blit the surface
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SDL_FillRect(surface->sdl_surface, &sdl_rect, SDL_MapRGB(surface->sdl_surface->format, red, green, blue));
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// Check colour-key
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if (red == 0 && green == 0 && blue == 0)
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0);
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else
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SDL_SetRenderDrawColor(renderer, red, green, blue, 0xFF);
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// Draw colour
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SDL_SetRenderTarget(renderer, surface->texture);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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SDL_RenderFillRect(renderer, &sdl_rect);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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SDL_SetRenderTarget(renderer, screen_texture);
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}
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void Backend_ColourFillToScreen(const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
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{
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SDL_Rect sdl_rect;
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RectToSDLRect(rect, &sdl_rect);
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// Draw colour
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SDL_SetRenderDrawColor(renderer, red, green, blue, 0xFF);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE);
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SDL_RenderFillRect(renderer, &sdl_rect);
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SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
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}
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void Backend_ScreenToSurface(Backend_Surface *surface, const RECT *rect)
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{
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SDL_Rect sdl_rect;
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RectToSDLRect(rect, &sdl_rect);
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//
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// Copy screen to surface
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//
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// Get renderer size
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int w, h;
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SDL_GetRendererOutputSize(renderer, &w, &h);
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// Get surface of what's currently rendered on screen
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SDL_Surface *screen_surface = SDL_CreateRGBSurfaceWithFormat(0, w, h, 0, SDL_PIXELFORMAT_RGB24);
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SDL_RenderReadPixels(renderer, NULL, SDL_PIXELFORMAT_RGB24, screen_surface->pixels, screen_surface->pitch);
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// Copy to specified surface
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SDL_BlitSurface(screen_surface, &sdl_rect, surface->sdl_surface, &sdl_rect);
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// Cleanup
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SDL_FreeSurface(screen_surface);
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//
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// Copy screen to texture
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//
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SDL_SetRenderTarget(renderer, surface->texture);
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SDL_RenderCopy(renderer, screen_texture, &sdl_rect, &sdl_rect);
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SDL_SetRenderTarget(renderer, screen_texture);
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}
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void Backend_DrawText(Backend_Surface *surface, FontObject *font, int x, int y, const char *text, unsigned long colour)
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{
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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));
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surface->needs_syncing = TRUE;
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}
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void Backend_DrawTextToScreen(FontObject *font, int x, int y, const char *text, unsigned long colour)
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{
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// Painfully slow. Really need to add hardware-accelerated font rendering.
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int surface_width, surface_height;
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SDL_GetRendererOutputSize(renderer, &surface_width, &surface_height);
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SDL_Surface *screen_surface = SDL_CreateRGBSurfaceWithFormat(0, surface_width, surface_height, 0, SDL_PIXELFORMAT_RGB24);
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SDL_RenderReadPixels(renderer, NULL, SDL_PIXELFORMAT_RGB24, screen_surface->pixels, screen_surface->pitch);
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DrawText(font, (unsigned char*)screen_surface->pixels, screen_surface->pitch, screen_surface->w, screen_surface->h, x, y, colour, text, strlen(text));
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SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, screen_surface);
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SDL_FreeSurface(screen_surface);
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SDL_RenderCopy(renderer, texture, NULL, NULL);
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SDL_DestroyTexture(texture);
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}
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