cave-story-solaris/src/Backends/SDLTexture.cpp
Clownacy 15bfd00d25 Added hardware-accelerated rendering backend
Still need to add the code for surviving render target losses
2019-07-15 16:47:10 +01:00

276 lines
8.1 KiB
C++

#include "Rendering.h"
#include <stddef.h>
#include <stdlib.h>
#include "SDL.h"
#include "../WindowsWrapper.h"
#include "../Font.h"
struct Backend_Surface
{
BOOL needs_syncing;
SDL_Surface *sdl_surface;
SDL_Texture *texture;
};
static SDL_Renderer *renderer;
static SDL_Texture *screen_texture;
static void FlushSurface(Backend_Surface *surface)
{
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 h = 0; h < surface->sdl_surface->h; ++h)
{
unsigned char *src_pixel = (unsigned char*)surface->sdl_surface->pixels + (h * surface->sdl_surface->pitch);
for (int w = 0; w < surface->sdl_surface->w; ++w)
{
*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 #00000000 (black)
*buffer_pointer++ = 0xFF;
else
*buffer_pointer++ = 0;
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;
}
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_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);
}
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->sdl_surface = SDL_CreateRGBSurfaceWithFormat(0, width, height, 0, 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;
}
SDL_SetColorKey(surface->sdl_surface, SDL_TRUE, SDL_MapRGB(surface->sdl_surface->format, 0, 0, 0));
surface->needs_syncing = FALSE;
return surface;
}
void Backend_FreeSurface(Backend_Surface *surface)
{
SDL_FreeSurface(surface->sdl_surface);
free(surface);
}
void Backend_LoadPixels(Backend_Surface *surface, const unsigned char *pixels, unsigned int width, unsigned int height, unsigned int pitch)
{
for (unsigned int h = 0; h < height; ++h)
{
const unsigned char *src_row = &pixels[h * pitch];
unsigned char *dst_row = (unsigned char*)surface->sdl_surface->pixels + h * surface->sdl_surface->pitch;
memcpy(dst_row, src_row, width * 3);
}
surface->needs_syncing = TRUE;
}
void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
{
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 = {x, y, source_rect.w, source_rect.h};
// Blit the surface
SDL_SetSurfaceBlendMode(source_surface->sdl_surface, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
SDL_BlitSurface(source_surface->sdl_surface, &source_rect, destination_surface->sdl_surface, &destination_rect);
// Now blit the texture
SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE);
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->needs_syncing)
{
FlushSurface(source_surface);
source_surface->needs_syncing = FALSE;
}
SDL_Rect source_rect;
RectToSDLRect(rect, &source_rect);
SDL_Rect destination_rect = {x, 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_ColourFill(Backend_Surface *surface, const RECT *rect, unsigned char red, unsigned char green, unsigned char blue)
{
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, 0xFF);
// 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, 0xFF);
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)
{
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);
}
void Backend_DrawText(Backend_Surface *surface, FontObject *font, int x, int y, const char *text, unsigned long colour)
{
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));
surface->needs_syncing = TRUE;
}
void Backend_DrawTextToScreen(FontObject *font, int x, int y, const char *text, unsigned long colour)
{
// Painfully slow. Really need to add hardware-accelerated font rendering.
int surface_width, surface_height;
SDL_GetRendererOutputSize(renderer, &surface_width, &surface_height);
SDL_Surface *screen_surface = SDL_CreateRGBSurfaceWithFormat(0, surface_width, surface_height, 0, SDL_PIXELFORMAT_RGB24);
SDL_RenderReadPixels(renderer, NULL, SDL_PIXELFORMAT_RGB24, screen_surface->pixels, screen_surface->pitch);
DrawText(font, (unsigned char*)screen_surface->pixels, screen_surface->pitch, screen_surface->w, screen_surface->h, x, y, colour, text, strlen(text));
SDL_Texture *texture = SDL_CreateTextureFromSurface(renderer, screen_surface);
SDL_FreeSurface(screen_surface);
SDL_RenderCopy(renderer, texture, NULL, NULL);
SDL_DestroyTexture(texture);
}