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/***************************************************************************
* Copyright (C) 2005-2019 by the FIFE team *
* http://www.fifengine.net *
* This file is part of FIFE. *
* *
* FIFE is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Lesser General Public *
* License as published by the Free Software Foundation; either *
* version 2.1 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU *
* Lesser General Public License for more details. *
* *
* You should have received a copy of the GNU Lesser General Public *
* License along with this library; if not, write to the *
* Free Software Foundation, Inc., *
* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA *
***************************************************************************/
// Standard C++ library includes
// 3rd party library includes
#include <SDL.h>
// FIFE includes
// These includes are split up in two parts, separated by one empty line
// First block: files included from the FIFE root src directory
// Second block: files included from the same folder
#include "util/base/exception.h"
#include "util/math/fife_math.h"
#include "util/log/logger.h"
#include "video/devicecaps.h"
#include "renderbackendsdl.h"
#include "sdlimage.h"
#include "SDL_image.h"
namespace FIFE {
/** Logger to use for this source file.
* @relates Logger
*/
static Logger _log(LM_VIDEO);
RenderBackendSDL::RenderBackendSDL(const SDL_Color& colorkey) :
RenderBackend(colorkey),
m_renderer(NULL) {
}
RenderBackendSDL::~RenderBackendSDL() {
SDL_DestroyRenderer(m_renderer);
SDL_DestroyWindow(m_window);
deinit();
}
const std::string& RenderBackendSDL::getName() const {
static std::string backend_name = "SDL";
return backend_name;
}
void RenderBackendSDL::init(const std::string& driver) {
if (SDL_InitSubSystem(SDL_INIT_VIDEO) < 0) {
throw SDLException(SDL_GetError());
}
if (driver != "") {
if (SDL_VideoInit(driver.c_str()) < 0) {
throw SDLException(SDL_GetError());
}
}
}
void RenderBackendSDL::clearBackBuffer() {
SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 255);
SDL_RenderClear(m_renderer);
}
void RenderBackendSDL::createMainScreen(const ScreenMode& mode, const std::string& title, const std::string& icon){
setScreenMode(mode);
if (m_window) {
if (icon != "") {
SDL_Surface *img = IMG_Load(icon.c_str());
if (img != NULL) {
SDL_SetWindowIcon(m_window, img);
SDL_FreeSurface(img);
}
}
SDL_SetWindowTitle(m_window, title.c_str());
}
}
void RenderBackendSDL::setScreenMode(const ScreenMode& mode) {
uint16_t width = mode.getWidth();
uint16_t height = mode.getHeight();
uint16_t bitsPerPixel = mode.getBPP();
uint32_t flags = mode.getSDLFlags();
// in case of recreating
if (m_window) {
SDL_DestroyRenderer(m_renderer);
SDL_DestroyWindow(m_window);
m_screen = NULL;
}
// create window
uint8_t displayIndex = mode.getDisplay();
if (mode.isFullScreen()) {
m_window = SDL_CreateWindow("", SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), SDL_WINDOWPOS_UNDEFINED_DISPLAY(displayIndex), width, height, flags | SDL_WINDOW_SHOWN);
} else {
m_window = SDL_CreateWindow("", SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), SDL_WINDOWPOS_CENTERED_DISPLAY(displayIndex), width, height, flags | SDL_WINDOW_SHOWN);
}
if (!m_window) {
throw SDLException(SDL_GetError());
}
// make sure the window have the right settings
SDL_DisplayMode displayMode;
displayMode.format = mode.getFormat();
displayMode.w = width;
displayMode.h = height;
displayMode.refresh_rate = mode.getRefreshRate();
if (SDL_SetWindowDisplayMode(m_window, &displayMode) != 0) {
throw SDLException(SDL_GetError());
}
// create renderer with given flags
flags = SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
if (m_vSync) {
flags |= SDL_RENDERER_PRESENTVSYNC;
}
m_renderer = SDL_CreateRenderer(m_window, mode.getRenderDriverIndex(), flags);
if (!m_renderer) {
throw SDLException(SDL_GetError());
}
// set texture filtering
if (m_textureFilter == TEXTURE_FILTER_ANISOTROPIC) {
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "best");
} else if (m_textureFilter != TEXTURE_FILTER_NONE) {
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear");
} else {
SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest");
}
// enable alpha blending
SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_BLEND);
// set the window surface as main surface, not really needed anymore
m_screen = SDL_GetWindowSurface(m_window);
m_target = m_screen;
if (!m_screen) {
throw SDLException(SDL_GetError());
}
FL_LOG(_log, LMsg("RenderBackendSDL")
<< "Videomode " << width << "x" << height
<< " at " << int32_t(bitsPerPixel) << " bpp with " << displayMode.refresh_rate << " Hz");
// this is needed, otherwise we would have screen pixel formats which will not work with
// our texture generation. 32 bit surfaces to BitsPerPixel texturen.
m_rgba_format = *(m_screen->format);
if (bitsPerPixel != 16) {
m_rgba_format.format = SDL_PIXELFORMAT_RGBA8888;
m_rgba_format.BitsPerPixel = 32;
} else {
m_rgba_format.format = SDL_PIXELFORMAT_RGBA4444;
m_rgba_format.BitsPerPixel = 16;
}
m_rgba_format.Rmask = RMASK;
m_rgba_format.Gmask = GMASK;
m_rgba_format.Bmask = BMASK;
m_rgba_format.Amask = AMASK;
//update the screen mode with the actual flags used
m_screenMode = mode;
}
void RenderBackendSDL::startFrame() {
RenderBackend::startFrame();
}
void RenderBackendSDL::endFrame() {
SDL_RenderPresent(m_renderer);
RenderBackend::endFrame();
}
Image* RenderBackendSDL::createImage(IResourceLoader* loader) {
return new SDLImage(loader);
}
Image* RenderBackendSDL::createImage(const std::string& name, IResourceLoader* loader) {
return new SDLImage(name, loader);
}
Image* RenderBackendSDL::createImage(SDL_Surface* surface) {
return new SDLImage(surface);
}
Image* RenderBackendSDL::createImage(const std::string& name, SDL_Surface* surface) {
return new SDLImage(name, surface);
}
Image* RenderBackendSDL::createImage(const uint8_t* data, uint32_t width, uint32_t height) {
return new SDLImage(data, width, height);
}
Image* RenderBackendSDL::createImage(const std::string& name, const uint8_t* data, uint32_t width, uint32_t height) {
return new SDLImage(name, data, width, height);
}
void RenderBackendSDL::setLightingModel(uint32_t lighting) {
SDLException("Lighting not available under SDL");
}
uint32_t RenderBackendSDL::getLightingModel() const {
return 0;
}
void RenderBackendSDL::setLighting(float red, float green, float blue) {
}
void RenderBackendSDL::resetLighting() {
}
void RenderBackendSDL::resetStencilBuffer(uint8_t buffer) {
}
void RenderBackendSDL::changeBlending(int32_t scr, int32_t dst){
}
void RenderBackendSDL::renderVertexArrays() {
}
void RenderBackendSDL::addImageToArray(uint32_t id, const Rect& rec, float const* st, uint8_t alpha, uint8_t const* rgba) {
}
void RenderBackendSDL::changeRenderInfos(RenderDataType type, uint16_t elements, int32_t src, int32_t dst, bool light, bool stentest, uint8_t stenref, GLConstants stenop, GLConstants stenfunc, OverlayType otype) {
}
bool RenderBackendSDL::putPixel(int32_t x, int32_t y, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
SDL_SetRenderDrawColor(m_renderer, r, g, b, a);
if (SDL_RenderDrawPoint(m_renderer, x, y) == 0) {
return true;
}
return false;
}
void RenderBackendSDL::drawLine(const Point& p1, const Point& p2, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
SDL_SetRenderDrawColor(m_renderer, r, g, b, a);
SDL_RenderDrawLine(m_renderer, p1.x, p1.y, p2.x, p2.y);
}
void RenderBackendSDL::drawThickLine(const Point& p1, const Point& p2, uint8_t width, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
float xDiff = p2.x - p1.x;
float yDiff = p2.y - p1.y;
float halfW = static_cast<float>(width) / 2.0;
float angle = Mathf::ATan2(yDiff, xDiff) * (180.0 / Mathf::pi()) + 90.0;
if (angle < 0.0) {
angle += 360.0;
} else if (angle > 360.0) {
angle -= 360.0;
}
angle *= Mathf::pi() / 180.0;
float cornerX = halfW * Mathf::Cos(angle);
float cornerY = halfW * Mathf::Sin(angle);
int32_t yMax = p1.y;
int32_t yMin = p1.y;
std::vector<Point> points;
Point p(p1.x + cornerX, p1.y + cornerY);
yMax = std::max(yMax, p.y);
yMin = std::min(yMin, p.y);
points.push_back(p);
p.x = p2.x + cornerX;
p.y = p2.y + cornerY;
yMax = std::max(yMax, p.y);
yMin = std::min(yMin, p.y);
points.push_back(p);
p.x = p2.x - cornerX;
p.y = p2.y - cornerY;
yMax = std::max(yMax, p.y);
yMin = std::min(yMin, p.y);
points.push_back(p);
p.x = p1.x - cornerX;
p.y = p1.y - cornerY;
yMax = std::max(yMax, p.y);
yMin = std::min(yMin, p.y);
points.push_back(p);
// scan-line fill algorithm
int32_t y = yMin;
int32_t n = points.size();
for (; y <= yMax; ++y) {
std::vector<int32_t> xs;
int32_t j = n - 1;
for (int32_t i = 0; i < n; j = i++) {
if ((points[i].y < y && y <= points[j].y) || (points[j].y < y && y <= points[i].y)) {
int32_t x = static_cast<int32_t>(points[i].x + static_cast<float>(y - points[i].y) / static_cast<float>(points[j].y - points[i].y) * static_cast<float>(points[j].x - points[i].x));
xs.push_back(x);
for (int32_t k = xs.size() - 1; k && xs[k-1] > xs[k]; --k) {
std::swap(xs[k-1], xs[k]);
}
}
}
for (int32_t i = 0; i < xs.size(); i += 2) {
int32_t x1 = xs[i];
int32_t x2 = xs[i+1];
// vertical line
while (x1 <= x2) {
putPixel(x1, y, r, g, b, a);
++x1;
}
}
}
}
void RenderBackendSDL::drawPolyLine(const std::vector<Point>& points, uint8_t width, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
if (points.size() < 2) {
return;
}
std::vector<Point>::const_iterator it = points.begin();
Point old = *it;
++it;
if (width > 1) {
for (; it != points.end(); ++it) {
drawThickLine(old, *it, width, r, g, b, a);
drawFillCircle(old, width / 2, r, g, b, a);
old = *it;
}
drawFillCircle(old, width / 2, r, g, b, a);
} else {
for (; it != points.end(); ++it) {
drawLine(old, *it, r, g, b, a);
old = *it;
}
}
}
void RenderBackendSDL::drawBezier(const std::vector<Point>& points, int32_t steps, uint8_t width, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
if (points.size() < 2) {
return;
}
int32_t elements = points.size();
if (elements < 3 || steps < 2) {
return;
}
bool thick = width > 1;
float step = 1.0 / static_cast<float>(steps-1);
float t = 0.0;
Point old = getBezierPoint(points, elements+1, t);
if (thick) {
for (int32_t i = 0; i <= (elements*steps); ++i) {
t += step;
Point next = getBezierPoint(points, elements, t);
drawThickLine(old, next, width, r, g, b, a);
drawFillCircle(old, width / 2, r, g, b, a);
old = next;
}
drawFillCircle(old, width / 2, r, g, b, a);
} else {
for (int32_t i = 0; i <= (elements*steps); ++i) {
t += step;
Point next = getBezierPoint(points, elements, t);
drawLine(old, next, r, g, b, a);
old = next;
}
}
}
void RenderBackendSDL::drawTriangle(const Point& p1, const Point& p2, const Point& p3, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
SDL_SetRenderDrawColor(m_renderer, r, g, b, a);
SDL_RenderDrawLine(m_renderer, p1.x, p1.y, p2.x, p2.y);
SDL_RenderDrawLine(m_renderer, p2.x, p2.y, p3.x, p3.y);
SDL_RenderDrawLine(m_renderer, p3.x, p1.y, p1.x, p1.y);
}
void RenderBackendSDL::drawRectangle(const Point& p, uint16_t w, uint16_t h, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
SDL_Rect rect;
rect.x = p.x;
rect.y = p.y;
rect.w = w;
rect.h = h;
SDL_SetRenderDrawColor(m_renderer, r, g, b, a);
SDL_RenderDrawRect(m_renderer, &rect);
}
void RenderBackendSDL::fillRectangle(const Point& p, uint16_t w, uint16_t h, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
SDL_Rect rect;
rect.x = p.x;
rect.y = p.y;
rect.w = w;
rect.h = h;
SDL_SetRenderDrawColor(m_renderer, r, g, b, a);
SDL_RenderFillRect(m_renderer, &rect);
}
void RenderBackendSDL::drawQuad(const Point& p1, const Point& p2, const Point& p3, const Point& p4, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
fillRectangle(p1, static_cast<uint16_t>(p3.x-p1.x), static_cast<uint16_t>(p3.y-p1.y), r, g, b, a);
}
void RenderBackendSDL::drawVertex(const Point& p, const uint8_t size, uint8_t r, uint8_t g, uint8_t b, uint8_t a){
Point p1 = Point(p.x-size, p.y+size);
Point p2 = Point(p.x+size, p.y+size);
Point p3 = Point(p.x+size, p.y-size);
Point p4 = Point(p.x-size, p.y-size);
SDL_SetRenderDrawColor(m_renderer, r, g, b, a);
SDL_RenderDrawLine(m_renderer, p1.x, p1.y, p2.x, p2.y);
SDL_RenderDrawLine(m_renderer, p2.x, p2.y, p3.x, p3.y);
SDL_RenderDrawLine(m_renderer, p3.x, p3.y, p4.x, p4.y);
SDL_RenderDrawLine(m_renderer, p4.x, p4.y, p1.x, p1.y);
}
void RenderBackendSDL::drawCircle(const Point& p, uint32_t radius, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
// Midpoint Circle Algorithm
int32_t x = radius;
int32_t y = 0;
int32_t radiusError = 1-x;
while(x >= y) {
putPixel(x + p.x, y + p.y, r, g, b, a);
putPixel(y + p.x, x + p.y, r, g, b, a);
putPixel(-x + p.x, y + p.y, r, g, b, a);
putPixel(-y + p.x, x + p.y, r, g, b, a);
putPixel(-x + p.x, -y + p.y, r, g, b, a);
putPixel(-y + p.x, -x + p.y, r, g, b, a);
putPixel(x + p.x, -y + p.y, r, g, b, a);
putPixel(y + p.x, -x + p.y, r, g, b, a);
y++;
if (radiusError < 0) {
radiusError += 2 * y + 1;
} else {
x--;
radiusError += 2 * (y - x + 1);
}
}
}
void RenderBackendSDL::drawFillCircle(const Point& p, uint32_t radius, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
float rad = static_cast<float>(radius);
for (float dy = 1; dy <= r; dy += 1.0) {
float dx = Mathf::Floor(Mathf::Sqrt((2.0 * rad * dy) - (dy * dy)));
int32_t x = p.x - dx;
for (; x <= p.x + dx; x++) {
putPixel(x, p.y + rad - dy, r, g, b, a);
putPixel(x, p.y - rad + dy, r, g, b, a);
}
}
}
void RenderBackendSDL::drawCircleSegment(const Point& p, uint32_t radius, int32_t sangle, int32_t eangle, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
const float step = Mathf::twoPi() / 360;
int32_t s = (sangle + 360) % 360;
int32_t e = (eangle + 360) % 360;
if (e == 0) {
e = 360;
}
if (s == e) {
return;
}
float angle = static_cast<float>(s) * step;
Point oldPoint(radius * Mathf::Cos(angle) + p.x, radius * Mathf::Sin(angle) + p.y);
for (;s <= e; ++s, angle += step) {
Point newPoint(radius * Mathf::Cos(angle) + p.x, radius * Mathf::Sin(angle) + p.y);
drawLine(oldPoint, newPoint, r, g, b, a);
oldPoint = newPoint;
}
}
void RenderBackendSDL::drawFillCircleSegment(const Point& p, uint32_t radius, int32_t sangle, int32_t eangle, uint8_t r, uint8_t g, uint8_t b, uint8_t a) {
const float step = Mathf::twoPi() / 360;
int32_t s = (sangle + 360) % 360;
int32_t e = (eangle + 360) % 360;
if (e == 0) {
e = 360;
}
if (s == e) {
return;
}
std::vector<Point> points;
points.push_back(p);
int32_t yMax = p.y;
int32_t yMin = p.y;
float angle = static_cast<float>(s) * step;
for (;s <= e; ++s, angle += step) {
Point newPoint(radius * Mathf::Cos(angle) + p.x, radius * Mathf::Sin(angle) + p.y);
yMax = std::max(yMax, newPoint.y);
yMin = std::min(yMin, newPoint.y);
points.push_back(newPoint);
}
// add end point (again)
angle = static_cast<float>(e) * step;
Point newPoint(radius * Mathf::Cos(angle) + p.x, radius * Mathf::Sin(angle) + p.y);
points.push_back(newPoint);
yMax = std::max(yMax, newPoint.y);
yMin = std::min(yMin, newPoint.y);
// scan-line fill algorithm
int32_t y = yMin;
int32_t n = points.size();
for (; y <= yMax; ++y) {
std::vector<int32_t> xs;
int32_t j = n - 1;
for (int32_t i = 0; i < n; j = i++) {
if ((points[i].y < y && y <= points[j].y) || (points[j].y < y && y <= points[i].y)) {
int32_t x = static_cast<int32_t>(points[i].x + static_cast<float>(y - points[i].y) / static_cast<float>(points[j].y - points[i].y) * static_cast<float>(points[j].x - points[i].x));
xs.push_back(x);
for (int32_t k = xs.size() - 1; k && xs[k-1] > xs[k]; --k) {
std::swap(xs[k-1], xs[k]);
}
}
}
for (int32_t i = 0; i < xs.size(); i += 2) {
int32_t x1 = xs[i];
int32_t x2 = xs[i+1];
// vertical line
while (x1 <= x2) {
putPixel(x1, y, r, g, b, a);
++x1;
}
}
}
}
void RenderBackendSDL::drawLightPrimitive(const Point& p, uint8_t intensity, float radius, int32_t subdivisions, float xstretch, float ystretch, uint8_t red, uint8_t green, uint8_t blue) {
}
void RenderBackendSDL::enableScissorTest() {
}
void RenderBackendSDL::disableScissorTest() {
}
void RenderBackendSDL::captureScreen(const std::string& filename) {
if(m_screen) {
const uint32_t swidth = getWidth();
const uint32_t sheight = getHeight();
SDL_Surface* surface = SDL_CreateRGBSurface(0, swidth, sheight, 24,
RMASK, GMASK, BMASK, NULLMASK);
if(!surface) {
return;
}
SDL_BlitSurface(m_screen, NULL, surface, NULL);
Image::saveAsPng(filename, *surface);
SDL_FreeSurface(surface);
}
}
void RenderBackendSDL::captureScreen(const std::string& filename, uint32_t width, uint32_t height) {
if(m_screen) {
const uint32_t swidth = getWidth();
const uint32_t sheight = getHeight();
const bool same_size = (width == swidth && height == sheight);
if (width < 1 || height < 1) {
return;
}
if (same_size) {
captureScreen(filename);
return;
}
// create source surface
SDL_Surface* src = SDL_CreateRGBSurface(0, swidth, sheight, 32,
RMASK, GMASK, BMASK, AMASK);
if(!src) {
return;
}
// copy screen suface to source surface
SDL_BlitSurface(m_screen, NULL, src, NULL);
// create destination surface
SDL_Surface* dst = SDL_CreateRGBSurface(0, width, height, 32,
RMASK, GMASK, BMASK, AMASK);
uint32_t* src_pointer = static_cast<uint32_t*>(src->pixels);
uint32_t* src_help_pointer = src_pointer;
uint32_t* dst_pointer = static_cast<uint32_t*>(dst->pixels);
int32_t x, y, *sx_ca, *sy_ca;
int32_t sx = static_cast<int32_t>(0xffff * src->w / dst->w);
int32_t sy = static_cast<int32_t>(0xffff * src->h / dst->h);
int32_t sx_c = 0;
int32_t sy_c = 0;
// Allocates memory and calculates row wide&height
int32_t* sx_a = new int32_t[dst->w + 1];
sx_ca = sx_a;
for (x = 0; x <= dst->w; x++) {
*sx_ca = sx_c;
sx_ca++;
sx_c &= 0xffff;
sx_c += sx;
}
int32_t* sy_a = new int32_t[dst->h + 1];
sy_ca = sy_a;
for (y = 0; y <= dst->h; y++) {
*sy_ca = sy_c;
sy_ca++;
sy_c &= 0xffff;
sy_c += sy;
}
sy_ca = sy_a;
// Transfers the image data
if (SDL_MUSTLOCK(src)) {
SDL_LockSurface(src);
}
if (SDL_MUSTLOCK(dst)) {
SDL_LockSurface(dst);
}
for (y = 0; y < dst->h; y++) {
src_pointer = src_help_pointer;
sx_ca = sx_a;
for (x = 0; x < dst->w; x++) {
*dst_pointer = *src_pointer;
sx_ca++;
src_pointer += (*sx_ca >> 16);
dst_pointer++;
}
sy_ca++;
src_help_pointer = (uint32_t*)((uint8_t*)src_help_pointer + (*sy_ca >> 16) * src->pitch);
}
if (SDL_MUSTLOCK(dst)) {
SDL_UnlockSurface(dst);
}
if (SDL_MUSTLOCK(src)) {
SDL_UnlockSurface(src);
}
Image::saveAsPng(filename, *dst);
// Free memory
SDL_FreeSurface(src);
SDL_FreeSurface(dst);
delete[] sx_a;
delete[] sy_a;
}
}
void RenderBackendSDL::setClipArea(const Rect& cliparea, bool clear) {
SDL_Rect rect;
rect.x = cliparea.x;
rect.y = cliparea.y;
rect.w = cliparea.w;
rect.h = cliparea.h;
SDL_RenderSetClipRect(m_renderer, &rect);
if (clear) {
if (m_isbackgroundcolor) {
SDL_SetRenderDrawColor(m_renderer, m_backgroundcolor.r, m_backgroundcolor.g, m_backgroundcolor.b, 255);
} else {
SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 255);
}
SDL_RenderFillRect(m_renderer, &rect);
}
}
void RenderBackendSDL::attachRenderTarget(ImagePtr& img, bool discard) {
SDLImage* image = static_cast<SDLImage*>(img.get());
m_target = img->getSurface();
SDL_Texture* texture = image->getTexture();
if (!texture) {
texture = SDL_CreateTexture(m_renderer, m_rgba_format.format, SDL_TEXTUREACCESS_TARGET, m_target->w, m_target->h);
image->setTexture(texture);
}
SDL_SetRenderTarget(m_renderer, texture);
setClipArea(img->getArea(), discard);
}
void RenderBackendSDL::detachRenderTarget(){
SDL_RenderPresent(m_renderer);
m_target = m_screen;
SDL_SetRenderTarget(m_renderer, NULL);
}
void RenderBackendSDL::renderGuiGeometry(const std::vector<GuiVertex>& vertices, const std::vector<int>& indices, const DoublePoint& translation, ImagePtr texture) {
}
}
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