ref: 8f5370ea81c63e632d2f2b15d0afa55dfca9d2c3
dir: /src/Backends/Rendering/SDLTexture.cpp/
#include "../Rendering.h"
#include <stddef.h>
#include <stdlib.h>
#include "SDL.h"
#include "../../WindowsWrapper.h"
#include "../../Draw.h"
#include "../../Ending.h"
#include "../../MapName.h"
#include "../../TextScr.h"
typedef struct Backend_Surface
{
BOOL alpha;
SDL_Texture *texture;
unsigned char *pixels;
unsigned int width;
unsigned int height;
} Backend_Surface;
typedef struct Backend_Glyph
{
Backend_Surface *surface;
unsigned char pixel_mode;
} Backend_Glyph;
static SDL_Renderer *renderer;
static Backend_Surface framebuffer;
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);
}
Backend_Surface* Backend_Init(SDL_Window *window)
{
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
if (renderer == NULL)
return NULL;
int width, height;
SDL_GetRendererOutputSize(renderer, &width, &height);
framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
if (framebuffer.texture == NULL)
{
SDL_DestroyRenderer(renderer);
return NULL;
}
framebuffer.alpha = TRUE;
framebuffer.width = width;
framebuffer.height = height;
return &framebuffer;
}
void Backend_Deinit(void)
{
SDL_DestroyTexture(framebuffer.texture);
SDL_DestroyRenderer(renderer);
}
void Backend_DrawScreen(void)
{
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderCopy(renderer, framebuffer.texture, NULL, NULL);
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->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height);
if (surface->texture == NULL)
{
free(surface);
return NULL;
}
surface->alpha = alpha;
surface->width = width;
surface->height = height;
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;
SDL_DestroyTexture(surface->texture);
free(surface);
}
unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch)
{
if (surface == NULL)
return NULL;
*pitch = surface->width * (surface->alpha ? 4 : 3);
surface->pixels = (unsigned char*)malloc(surface->height * *pitch);
return surface->pixels;
}
void Backend_UnlockSurface(Backend_Surface *surface)
{
if (surface == NULL)
return;
if (surface->alpha)
{
SDL_UpdateTexture(surface->texture, NULL, surface->pixels, surface->width * 4);
}
else
{
unsigned char *buffer = (unsigned char*)malloc(surface->width * surface->height * 4);
unsigned char *buffer_pointer = buffer;
const unsigned char *src_pixel = surface->pixels;
// Convert the SDL_Surface's colour-keyed pixels to RGBA32
for (unsigned int y = 0; y < surface->height; ++y)
{
for (unsigned int x = 0; x < surface->width; ++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->width * 4);
free(buffer);
}
free(surface->pixels);
}
void Backend_Blit(Backend_Surface *source_surface, const RECT *rect, Backend_Surface *destination_surface, long x, long y, BOOL colour_key)
{
if (source_surface == NULL || destination_surface == NULL)
return;
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_SetRenderTarget(renderer, destination_surface->texture);
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)
{
if (surface == NULL)
return;
SDL_Rect sdl_rect;
RectToSDLRect(rect, &sdl_rect);
// 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);
}
BOOL Backend_SupportsSubpixelGlyphs(void)
{
return FALSE; // SDL_Textures don't have per-component alpha
}
Backend_Glyph* Backend_CreateGlyph(unsigned int width, unsigned int height, 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;
}
glyph->pixel_mode = pixel_mode;
return glyph;
}
void Backend_FreeGlyph(Backend_Glyph *glyph)
{
if (glyph == NULL)
return;
Backend_FreeSurface(glyph->surface);
free(glyph);
}
void Backend_LoadGlyphPixels(Backend_Glyph *glyph, const unsigned char *pixels, int pitch)
{
if (glyph == NULL)
return;
unsigned int surface_pitch;
unsigned char *surface_pixels = Backend_LockSurface(glyph->surface, &surface_pitch);
switch (glyph->pixel_mode)
{
// FONT_PIXEL_MODE_LCD is unsupported
case FONT_PIXEL_MODE_GRAY:
for (unsigned int y = 0; y < glyph->surface->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 < glyph->surface->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 < glyph->surface->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 < glyph->surface->width; ++x)
{
*destination_pointer++ = 0xFF;
*destination_pointer++ = 0xFF;
*destination_pointer++ = 0xFF;
*destination_pointer++ = *source_pointer++ ? 0xFF : 0;
}
}
break;
}
Backend_UnlockSurface(glyph->surface);
}
void Backend_DrawGlyph(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.
if (glyph == NULL || surface == NULL)
return;
RECT rect;
rect.left = 0;
rect.top = 0;
rect.right = glyph->surface->width;
rect.bottom = glyph->surface->height;
SDL_SetTextureColorMod(glyph->surface->texture, colours[0], colours[1], colours[2]);
Backend_Blit(glyph->surface, &rect, surface, x, y, TRUE);
}
void Backend_HandleDeviceLoss(void)
{
// All of our textures have been lost, so regenerate them
RestoreSurfaces();
RestoreStripper();
RestoreMapName();
RestoreTextScript();
}
void Backend_HandleWindowResize(void)
{
// No problem for us
}