ref: 8896b1225b6d02033e2890b38812ddcafbdf9a1a
dir: /src/Backends/Rendering/SDLTexture.cpp/
#include "../Rendering.h" #include <stddef.h> #include <stdio.h> #include <stdlib.h> #include <string.h> #include "SDL.h" #define SPRITEBATCH_IMPLEMENTATION #include "../../../external/cute_spritebatch.h" #include "../../WindowsWrapper.h" #include "../Platform.h" #include "../../Draw.h" #include "../../Ending.h" #include "../../MapName.h" #include "../../TextScr.h" typedef struct Backend_Surface { SDL_Texture *texture; unsigned char *pixels; unsigned int width; unsigned int height; BOOL lost; struct Backend_Surface *next; struct Backend_Surface *prev; } Backend_Surface; typedef struct Backend_Glyph { unsigned char *pixels; unsigned int width; unsigned int height; } Backend_Glyph; extern SDL_Window *window; static SDL_Renderer *renderer; static Backend_Surface framebuffer; static Backend_Surface *surface_list_head; static unsigned char glyph_colour_channels[3]; static spritebatch_t glyph_batcher; 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; } // Blit the glyphs in the batch static void GlyphBatch_Draw(spritebatch_sprite_t *sprites, int count, int texture_w, int texture_h, void *udata) { (void)udata; SDL_Texture *texture_atlas = (SDL_Texture*)sprites[0].texture_id; // 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. SDL_SetTextureColorMod(texture_atlas, glyph_colour_channels[0], glyph_colour_channels[1], glyph_colour_channels[2]); SDL_SetTextureBlendMode(texture_atlas, SDL_BLENDMODE_BLEND); for (int i = 0; i < count; ++i) { Backend_Glyph *glyph = (Backend_Glyph*)sprites[i].image_id; SDL_Rect source_rect = {(int)(texture_w * sprites[i].minx), (int)(texture_h * sprites[i].maxy), (int)glyph->width, (int)glyph->height}; SDL_Rect destination_rect = {(int)sprites[i].x, (int)sprites[i].y, (int)glyph->width, (int)glyph->height}; SDL_RenderCopy(renderer, texture_atlas, &source_rect, &destination_rect); } } // Upload the glyph's pixels static void GlyphBatch_GetPixels(SPRITEBATCH_U64 image_id, void *buffer, int bytes_to_fill, void *udata) { (void)udata; Backend_Glyph *glyph = (Backend_Glyph*)image_id; memcpy(buffer, glyph->pixels, bytes_to_fill); } // Create a texture atlas, and upload pixels to it static SPRITEBATCH_U64 GlyphBatch_CreateTexture(void *pixels, int w, int h, void *udata) { (void)udata; SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, w, h); SDL_UpdateTexture(texture, NULL, pixels, w * 4); return (SPRITEBATCH_U64)texture; } // Destroy texture atlas static void GlyphBatch_DestroyTexture(SPRITEBATCH_U64 texture_id, void *udata) { (void)udata; SDL_DestroyTexture((SDL_Texture*)texture_id); } Backend_Surface* Backend_Init(const char *window_title, int screen_width, int screen_height, BOOL fullscreen) { puts("Available SDL2 render drivers:"); for (int i = 0; i < SDL_GetNumRenderDrivers(); ++i) { SDL_RendererInfo info; SDL_GetRenderDriverInfo(i, &info); puts(info.name); } window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, 0); if (window != NULL) { if (fullscreen) SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN); #if SDL_VERSION_ATLEAST(2,0,10) SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1"); // We never interfere with the renderer, so don't let SDL implicitly disable batching #endif renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); if (renderer != NULL) { SDL_RendererInfo info; SDL_GetRendererInfo(renderer, &info); printf("Selected SDL2 render driver: %s\n", info.name); framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, screen_width, screen_height); if (framebuffer.texture != NULL) { framebuffer.width = screen_width; framebuffer.height = screen_height; // Set-up glyph-batcher spritebatch_config_t config; spritebatch_set_default_config(&config); config.pixel_stride = 4; config.atlas_width_in_pixels = 256; config.atlas_height_in_pixels = 256; config.lonely_buffer_count_till_flush = 4; // Start making atlases immediately config.batch_callback = GlyphBatch_Draw; config.get_pixels_callback = GlyphBatch_GetPixels; config.generate_texture_callback = GlyphBatch_CreateTexture; config.delete_texture_callback = GlyphBatch_DestroyTexture; spritebatch_init(&glyph_batcher, &config, NULL); PlatformBackend_PostWindowCreation(); return &framebuffer; } else { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (SDLTexture rendering backend)", "Could not create framebuffer", window); } SDL_DestroyRenderer(renderer); } else { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (SDLTexture rendering backend)", "Could not create renderer", window); } SDL_DestroyWindow(window); } else { SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Fatal error (SDLTexture rendering backend)", "Could not create window", NULL); } return NULL; } void Backend_Deinit(void) { spritebatch_term(&glyph_batcher); SDL_DestroyTexture(framebuffer.texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); } void Backend_DrawScreen(void) { spritebatch_tick(&glyph_batcher); SDL_SetRenderTarget(renderer, NULL); SDL_RenderCopy(renderer, framebuffer.texture, NULL, NULL); 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->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, width, height); if (surface->texture == NULL) { free(surface); return NULL; } surface->width = width; surface->height = height; surface->lost = FALSE; // Add to linked-list surface->prev = NULL; surface->next = surface_list_head; surface_list_head = surface; if (surface->next != NULL) surface->next->prev = surface; return surface; } void Backend_FreeSurface(Backend_Surface *surface) { if (surface == NULL) return; // Remove from linked list if (surface->next != NULL) surface->next->prev = surface->prev; if (surface->prev != NULL) surface->prev->next = surface->next; SDL_DestroyTexture(surface->texture); free(surface); } BOOL Backend_IsSurfaceLost(Backend_Surface *surface) { return surface->lost; } void Backend_RestoreSurface(Backend_Surface *surface) { surface->lost = FALSE; } unsigned char* Backend_LockSurface(Backend_Surface *surface, unsigned int *pitch, unsigned int width, unsigned int height) { if (surface == NULL) return NULL; *pitch = width * 3; surface->pixels = (unsigned char*)malloc(width * height * 3); return surface->pixels; } void Backend_UnlockSurface(Backend_Surface *surface, unsigned int width, unsigned int height) { if (surface == NULL) return; unsigned char *buffer = (unsigned char*)malloc(width * height * 4); const unsigned char *src_pixel = surface->pixels; // Convert the SDL_Surface's colour-keyed pixels to RGBA32 for (unsigned int y = 0; y < height; ++y) { unsigned char *buffer_pointer = &buffer[y * width * 4]; for (unsigned int x = 0; x < 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; } } free(surface->pixels); SDL_Rect rect = {0, 0, (int)width, (int)height}; SDL_UpdateTexture(surface->texture, &rect, buffer, width * 4); free(buffer); } 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); } Backend_Glyph* Backend_LoadGlyph(const unsigned char *pixels, unsigned int width, unsigned int height, int pitch) { Backend_Glyph *glyph = (Backend_Glyph*)malloc(sizeof(Backend_Glyph)); if (glyph == NULL) return NULL; glyph->pixels = (unsigned char*)malloc(width * height * 4); if (glyph->pixels == NULL) { free(glyph); return NULL; } unsigned char *destination_pointer = glyph->pixels; for (unsigned int y = 0; y < height; ++y) { const unsigned char *source_pointer = pixels + y * pitch; for (unsigned int x = 0; x < width; ++x) { *destination_pointer++ = 0xFF; *destination_pointer++ = 0xFF; *destination_pointer++ = 0xFF; *destination_pointer++ = *source_pointer++; } } glyph->width = width; glyph->height = height; return glyph; } void Backend_UnloadGlyph(Backend_Glyph *glyph) { if (glyph == NULL) return; free(glyph->pixels); free(glyph); } void Backend_PrepareToDrawGlyphs(Backend_Surface *destination_surface, const unsigned char *colour_channels) { if (destination_surface == NULL) return; SDL_SetRenderTarget(renderer, destination_surface->texture); memcpy(glyph_colour_channels, colour_channels, sizeof(glyph_colour_channels)); } void Backend_DrawGlyph(Backend_Glyph *glyph, long x, long y) { spritebatch_push(&glyph_batcher, (SPRITEBATCH_U64)glyph, glyph->width, glyph->height, x, y, 1.0f, 1.0f, 0.0f, 0.0f, 0); } void Backend_FlushGlyphs(void) { spritebatch_defrag(&glyph_batcher); spritebatch_flush(&glyph_batcher); } void Backend_HandleRenderTargetLoss(void) { for (Backend_Surface *surface = surface_list_head; surface != NULL; surface = surface->next) surface->lost = TRUE; } void Backend_HandleWindowResize(unsigned int width, unsigned int height) { (void)width; (void)height; // No problem for us }