ref: e218b68df7d26a9394f27252ff34c1d96c38e35f
dir: /src/Backends/Rendering/Software.cpp/
// Released under the MIT licence. // See LICENCE.txt for details. #include "../Rendering.h" #include <stddef.h> #include <stdlib.h> #include <string.h> #include "../Misc.h" #include "Window/Software.h" #include "../../Attributes.h" #define MIN(a, b) ((a) < (b) ? (a) : (b)) #define MAX(a, b) ((a) > (b) ? (a) : (b)) typedef struct RenderBackend_Surface { unsigned char *pixels; size_t width; size_t height; size_t pitch; } RenderBackend_Surface; typedef struct RenderBackend_GlyphAtlas { unsigned char *pixels; size_t width; size_t height; } RenderBackend_GlyphAtlas; static RenderBackend_Surface framebuffer; static RenderBackend_GlyphAtlas *glyph_atlas; static RenderBackend_Surface *glyph_destination_surface; static unsigned char glyph_colour_channels[3]; RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t screen_width, size_t screen_height, int fullscreen) { if (WindowBackend_Software_CreateWindow(window_title, screen_width, screen_height, fullscreen)) { framebuffer.pixels = WindowBackend_Software_GetFramebuffer(&framebuffer.pitch); #ifdef __3DS__ framebuffer.width = screen_height; framebuffer.height = screen_width; #else framebuffer.width = screen_width; framebuffer.height = screen_height; #endif return &framebuffer; } else { Backend_PrintError("Failed to create window"); } return NULL; } void RenderBackend_Deinit(void) { WindowBackend_Software_DestroyWindow(); } void RenderBackend_DrawScreen(void) { WindowBackend_Software_Display(); // Backends may use double-buffering, so fetch a new framebuffer just in case framebuffer.pixels = WindowBackend_Software_GetFramebuffer(&framebuffer.pitch); } RenderBackend_Surface* RenderBackend_CreateSurface(size_t width, size_t height, int render_target) { (void)render_target; RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface)); if (surface == NULL) return NULL; surface->pixels = (unsigned char*)malloc(width * height * 3); if (surface->pixels == NULL) { free(surface); return NULL; } #ifdef __3DS__ surface->width = height; surface->height = width; surface->pitch = height * 3; #else surface->width = width; surface->height = height; surface->pitch = width * 3; #endif return surface; } void RenderBackend_FreeSurface(RenderBackend_Surface *surface) { free(surface->pixels); free(surface); } int RenderBackend_IsSurfaceLost(RenderBackend_Surface *surface) { (void)surface; return 0; } void RenderBackend_RestoreSurface(RenderBackend_Surface *surface) { (void)surface; } void RenderBackend_UploadSurface(RenderBackend_Surface *surface, const unsigned char *pixels, size_t width, size_t height) { #ifdef __3DS__ // Rotate 90 degrees clockwise, and convert from RGB to BGR const unsigned char *source_pointer = pixels; for (size_t y = 0; y < height; ++y) { for (size_t x = 0; x < width; ++x) { unsigned char *destination_pixel = &surface->pixels[x * surface->pitch + (surface->width - y - 1) * 3]; destination_pixel[2] = *source_pointer++; destination_pixel[1] = *source_pointer++; destination_pixel[0] = *source_pointer++; } } #else for (size_t y = 0; y < height; ++y) memcpy(&surface->pixels[y * surface->pitch], &pixels[y * width * 3], width * 3); #endif } ATTRIBUTE_HOT void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *rect, RenderBackend_Surface *destination_surface, long x, long y, int colour_key) { RenderBackend_Rect rect_clamped; #ifdef __3DS__ // Rotate rect_clamped.left = source_surface->width - rect->bottom; rect_clamped.top = rect->left; rect_clamped.right = source_surface->width - rect->top; rect_clamped.bottom = rect->right; const long new_x = (destination_surface->width - y) - (rect_clamped.right - rect_clamped.left); const long new_y = x; x = new_x; y = new_y; #else rect_clamped.left = rect->left; rect_clamped.top = rect->top; rect_clamped.right = rect->right; rect_clamped.bottom = rect->bottom; #endif // Clamp the rect and coordinates so we don't write outside the pixel buffer long overflow; overflow = 0 - x; if (overflow > 0) { rect_clamped.left += overflow; x += overflow; } overflow = 0 - y; if (overflow > 0) { rect_clamped.top += overflow; y += overflow; } overflow = (x + (rect_clamped.right - rect_clamped.left)) - destination_surface->width; if (overflow > 0) rect_clamped.right -= overflow; overflow = (y + (rect_clamped.bottom - rect_clamped.top)) - destination_surface->height; if (overflow > 0) rect_clamped.bottom -= overflow; if (rect_clamped.bottom - rect_clamped.top <= 0) return; if (rect_clamped.right - rect_clamped.left <= 0) return; // Do the actual blitting if (colour_key) { for (long j = 0; j < rect_clamped.bottom - rect_clamped.top; ++j) { const unsigned char *source_pointer = &source_surface->pixels[((rect_clamped.top + j) * source_surface->pitch) + (rect_clamped.left * 3)]; unsigned char *destination_pointer = &destination_surface->pixels[((y + j) * destination_surface->pitch) + (x * 3)]; for (long i = 0; i < rect_clamped.right - rect_clamped.left; ++i) { if (UNLIKELY(source_pointer[0] == 0 && source_pointer[1] == 0 && source_pointer[2] == 0)) // Assumes the colour key will always be #000000 (black) { source_pointer += 3; destination_pointer += 3; } else { *destination_pointer++ = *source_pointer++; *destination_pointer++ = *source_pointer++; *destination_pointer++ = *source_pointer++; } } } } else { const unsigned char *source_pointer = &source_surface->pixels[(rect_clamped.top * source_surface->pitch) + (rect_clamped.left * 3)]; unsigned char *destination_pointer = &destination_surface->pixels[(y * destination_surface->pitch) + (x * 3)]; for (long j = 0; j < rect_clamped.bottom - rect_clamped.top; ++j) { memcpy(destination_pointer, source_pointer, (rect_clamped.right - rect_clamped.left) * 3); source_pointer += source_surface->pitch; destination_pointer += destination_surface->pitch; } } } ATTRIBUTE_HOT void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue) { RenderBackend_Rect rect_clamped; #ifdef __3DS__ // Rotate rect_clamped.left = surface->width - rect->bottom; rect_clamped.top = rect->left; rect_clamped.right = surface->width - rect->top; rect_clamped.bottom = rect->right; #else rect_clamped.left = rect->left; rect_clamped.top = rect->top; rect_clamped.right = rect->right; rect_clamped.bottom = rect->bottom; #endif // Clamp the rect so it doesn't write outside the pixel buffer long overflow; overflow = 0 - rect_clamped.left; if (overflow > 0) rect_clamped.left += overflow; overflow = 0 - rect_clamped.top; if (overflow > 0) rect_clamped.top += overflow; overflow = rect_clamped.right - surface->width; if (overflow > 0) rect_clamped.right -= overflow; overflow = rect_clamped.bottom - surface->height; if (overflow > 0) rect_clamped.bottom -= overflow; if (rect_clamped.bottom - rect_clamped.top <= 0) return; if (rect_clamped.right - rect_clamped.left <= 0) return; for (long j = 0; j < rect_clamped.bottom - rect_clamped.top; ++j) { unsigned char *destination_pointer = &surface->pixels[((rect_clamped.top + j) * surface->pitch) + (rect_clamped.left * 3)]; for (long i = 0; i < rect_clamped.right - rect_clamped.left; ++i) { #ifdef __3DS__ *destination_pointer++ = blue; *destination_pointer++ = green; *destination_pointer++ = red; #else *destination_pointer++ = red; *destination_pointer++ = green; *destination_pointer++ = blue; #endif } } } RenderBackend_GlyphAtlas* RenderBackend_CreateGlyphAtlas(size_t width, size_t height) { RenderBackend_GlyphAtlas *atlas = (RenderBackend_GlyphAtlas*)malloc(sizeof(RenderBackend_GlyphAtlas)); if (atlas != NULL) { atlas->pixels = (unsigned char*)malloc(width * height); if (atlas->pixels != NULL) { #ifdef __3DS__ atlas->width = height; atlas->height = width; #else atlas->width = width; atlas->height = height; #endif return atlas; } free(atlas); } return NULL; } void RenderBackend_DestroyGlyphAtlas(RenderBackend_GlyphAtlas *atlas) { free(atlas->pixels); free(atlas); } void RenderBackend_UploadGlyph(RenderBackend_GlyphAtlas *atlas, size_t x, size_t y, const unsigned char *pixels, size_t width, size_t height, size_t pitch) { #ifdef __3DS__ // Rotate for (size_t h = 0; h < height; ++h) { const unsigned char *source_pointer = &pixels[h * pitch]; for (size_t w = 0; w < width; ++w) atlas->pixels[(x + w) * atlas->width + (atlas->width - (y + h) - 1)] = *source_pointer++; } #else for (size_t i = 0; i < height; ++i) memcpy(&atlas->pixels[(y + i) * atlas->width + x], &pixels[i * pitch], width); #endif } void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBackend_Surface *destination_surface, unsigned char red, unsigned char green, unsigned char blue) { glyph_atlas = atlas; glyph_destination_surface = destination_surface; #ifdef __3DS__ glyph_colour_channels[0] = blue; glyph_colour_channels[1] = green; glyph_colour_channels[2] = red; #else glyph_colour_channels[0] = red; glyph_colour_channels[1] = green; glyph_colour_channels[2] = blue; #endif } void RenderBackend_DrawGlyph(long x, long y, size_t glyph_x, size_t glyph_y, size_t glyph_width, size_t glyph_height) { #ifdef __3DS__ // Rotate const size_t new_glyph_width = glyph_height; const size_t new_glyph_height = glyph_width; glyph_width = new_glyph_width; glyph_height = new_glyph_height; const long new_x = (glyph_destination_surface->width - y) - glyph_width; const long new_y = x; x = new_x; y = new_y; const long new_glyph_x = (glyph_atlas->width - glyph_y) - glyph_width; const long new_glyph_y = glyph_x; glyph_x = new_glyph_x; glyph_y = new_glyph_y; #endif size_t surface_x; size_t surface_y; // Clamp to within the destination surface's boundaries if (x < 0) { surface_x = -x; if (surface_x >= glyph_width) return; // Glyph is offscreen to the left glyph_x += surface_x; glyph_width -= surface_x; } else { surface_x = x; } if (surface_x >= glyph_destination_surface->width) return; // Glyph is offscreen to the right if (glyph_width >= glyph_destination_surface->width - surface_x) glyph_width = glyph_destination_surface->width - surface_x; if (y < 0) { surface_y = -y; if (surface_y >= glyph_height) return; // Glyph is offscreen to the top glyph_y += surface_y; glyph_height -= surface_y; } else { surface_y = y; } if (surface_y >= glyph_destination_surface->height) return; // Glyph is offscreen to the bottom if (glyph_height >= glyph_destination_surface->height - surface_y) glyph_height = glyph_destination_surface->height - surface_y; // Do the actual drawing for (size_t iy = 0; iy < glyph_height; ++iy) { for (size_t ix = 0; ix < glyph_width; ++ix) { const unsigned char alpha_int = glyph_atlas->pixels[(glyph_y + iy) * glyph_atlas->width + (glyph_x + ix)]; if (alpha_int != 0) { const float alpha = alpha_int / 255.0f; unsigned char *bitmap_pixel = &glyph_destination_surface->pixels[(surface_y + iy) * glyph_destination_surface->pitch + (surface_x + ix) * 3]; for (unsigned int j = 0; j < 3; ++j) bitmap_pixel[j] = (unsigned char)((glyph_colour_channels[j] * alpha) + (bitmap_pixel[j] * (1.0f - alpha))); // Alpha blending } } } } void RenderBackend_HandleRenderTargetLoss(void) { // No problem for us } void RenderBackend_HandleWindowResize(size_t width, size_t height) { WindowBackend_Software_HandleWindowResize(width, height); }