// Released under the MIT licence. // See LICENCE.txt for details. #include "../Rendering.h" #include #include #include #include #include "SDL.h" #include "../../WindowsWrapper.h" #include "../Misc.h" #include "../Shared/SDL.h" #define MIN(a,b) ((a) < (b) ? (a) : (b)) #define MAX(a,b) ((a) > (b) ? (a) : (b)) typedef struct RenderBackend_Surface { SDL_Texture *texture; size_t width; size_t height; bool render_target; bool lost; struct RenderBackend_Surface *next; struct RenderBackend_Surface *prev; } RenderBackend_Surface; typedef struct RenderBackend_GlyphAtlas { SDL_Texture *texture; } RenderBackend_GlyphAtlas; SDL_Window *window; static SDL_Renderer *renderer; static RenderBackend_Surface framebuffer; static RenderBackend_Surface upscaled_framebuffer; static SDL_Rect window_rect; static RenderBackend_Surface *surface_list_head; static RenderBackend_GlyphAtlas *glyph_atlas; static void RectToSDLRect(const RenderBackend_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; } RenderBackend_Surface* RenderBackend_Init(const char *window_title, size_t screen_width, size_t screen_height, bool fullscreen) { Backend_PrintInfo("Available SDL render drivers:"); for (int i = 0; i < SDL_GetNumRenderDrivers(); ++i) { SDL_RendererInfo info; if (SDL_GetRenderDriverInfo(i, &info) < 0) Backend_PrintError("Couldn't get render driver information: %s", SDL_GetError()); else Backend_PrintInfo("%s", info.name); } window = SDL_CreateWindow(window_title, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, screen_width, screen_height, SDL_WINDOW_RESIZABLE); if (window != NULL) { if (fullscreen) if (SDL_SetWindowFullscreen(window, SDL_WINDOW_FULLSCREEN) < 0) Backend_PrintError("Couldn't set window to fullscreen: %s", SDL_GetError()); #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; if (SDL_GetRendererInfo(renderer, &info) < 0) Backend_PrintError("Couldn't get selected render driver information: %s", SDL_GetError()); else Backend_PrintInfo("Selected SDL render driver: %s", info.name); framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, screen_width, screen_height); if (framebuffer.texture != NULL) { SDL_SetTextureBlendMode(framebuffer.texture, SDL_BLENDMODE_NONE); framebuffer.width = screen_width; framebuffer.height = screen_height; RenderBackend_HandleWindowResize(screen_width, screen_height); Backend_PostWindowCreation(); return &framebuffer; } else { std::string error_message = std::string("Could not create framebuffer: ") + SDL_GetError(); Backend_ShowMessageBox("Fatal error (SDLTexture rendering backend)", error_message.c_str()); } SDL_DestroyRenderer(renderer); } else { std::string error_message = std::string("Could not create renderer: ") + SDL_GetError(); Backend_ShowMessageBox("Fatal error (SDLTexture rendering backend)", error_message.c_str()); } SDL_DestroyWindow(window); } else { std::string error_message = std::string("Could not create window: ") + SDL_GetError(); Backend_ShowMessageBox("Fatal error (SDLTexture rendering backend)", error_message.c_str()); } return NULL; } void RenderBackend_Deinit(void) { if (upscaled_framebuffer.texture != NULL) SDL_DestroyTexture(upscaled_framebuffer.texture); SDL_DestroyTexture(framebuffer.texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); } void RenderBackend_DrawScreen(void) { if (upscaled_framebuffer.texture != NULL) { if (SDL_SetRenderTarget(renderer, upscaled_framebuffer.texture) < 0) Backend_PrintError("Couldn't set upscaled framebuffer as the current rendering target: %s", SDL_GetError()); if (SDL_RenderCopy(renderer, framebuffer.texture, NULL, NULL) < 0) Backend_PrintError("Failed to copy framebuffer texture to upscaled framebuffer: %s", SDL_GetError()); } if (SDL_SetRenderTarget(renderer, NULL) < 0) Backend_PrintError("Couldn't set default render target as the current rendering target: %s", SDL_GetError()); if (SDL_SetRenderDrawColor(renderer, 0, 0, 0, 0xFF) < 0) Backend_PrintError("Couldn't set color for drawing operations: %s", SDL_GetError()); SDL_RenderClear(renderer); if (SDL_RenderCopy(renderer, upscaled_framebuffer.texture != NULL ? upscaled_framebuffer.texture : framebuffer.texture, NULL, &window_rect) < 0) Backend_PrintError("Failed to copy upscaled framebuffer texture to default render target: %s", SDL_GetError()); SDL_RenderPresent(renderer); } RenderBackend_Surface* RenderBackend_CreateSurface(size_t width, size_t height, bool render_target) { RenderBackend_Surface *surface = (RenderBackend_Surface*)malloc(sizeof(RenderBackend_Surface)); if (surface == NULL) return NULL; surface->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, render_target ? SDL_TEXTUREACCESS_TARGET : SDL_TEXTUREACCESS_STATIC, width, height); if (surface->texture == NULL) { free(surface); return NULL; } surface->width = width; surface->height = height; surface->render_target = render_target; 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 RenderBackend_FreeSurface(RenderBackend_Surface *surface) { // Remove from linked list if (surface->next != NULL) surface->next->prev = surface->prev; if (surface->prev != NULL) surface->prev->next = surface->next; if (surface->prev == NULL) surface_list_head = surface->next; SDL_DestroyTexture(surface->texture); free(surface); } bool RenderBackend_IsSurfaceLost(RenderBackend_Surface *surface) { return surface->lost; } void RenderBackend_RestoreSurface(RenderBackend_Surface *surface) { surface->lost = false; } void RenderBackend_UploadSurface(RenderBackend_Surface *surface, const unsigned char *pixels, size_t width, size_t height) { unsigned char *buffer = (unsigned char*)malloc(width * height * 4); if (buffer == NULL) { Backend_PrintError("Couldn't allocate memory for surface buffer"); return; } const unsigned char *src_pixel = pixels; unsigned char *buffer_pointer = buffer; // Convert the colour-keyed pixels to RGBA32 for (size_t y = 0; y < height; ++y) { for (size_t 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; } } SDL_Rect rect = {0, 0, (int)width, (int)height}; if (SDL_UpdateTexture(surface->texture, &rect, buffer, width * 4) < 0) Backend_PrintError("Couldn't update part of texture: %s", SDL_GetError()); free(buffer); } void RenderBackend_Blit(RenderBackend_Surface *source_surface, const RenderBackend_Rect *rect, RenderBackend_Surface *destination_surface, long x, long y, bool colour_key) { 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 if (SDL_SetTextureBlendMode(source_surface->texture, colour_key ? SDL_BLENDMODE_BLEND : SDL_BLENDMODE_NONE) < 0) Backend_PrintError("Couldn't set texture blend mode: %s", SDL_GetError()); if (SDL_SetRenderTarget(renderer, destination_surface->texture) < 0) Backend_PrintError("Couldn't set current rendering target: %s", SDL_GetError()); if (SDL_RenderCopy(renderer, source_surface->texture, &source_rect, &destination_rect) < 0) Backend_PrintError("Couldn't copy part of texture to rendering target: %s", SDL_GetError()); } void RenderBackend_ColourFill(RenderBackend_Surface *surface, const RenderBackend_Rect *rect, unsigned char red, unsigned char green, unsigned char blue) { SDL_Rect sdl_rect; RectToSDLRect(rect, &sdl_rect); Uint8 alpha = SDL_ALPHA_OPAQUE; // Check colour-key if (red == 0 && green == 0 && blue == 0) alpha = 0; if (SDL_SetRenderDrawColor(renderer, red, green, blue, alpha) < 0) Backend_PrintError("Couldn't set color for drawing operations: %s", SDL_GetError()); // Draw colour if (SDL_SetRenderTarget(renderer, surface->texture) < 0) Backend_PrintError("Couldn't set texture current rendering target: %s", SDL_GetError()); if (SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_NONE) < 0) Backend_PrintError("Couldn't disable blending for drawing operations: %s", SDL_GetError()); if (SDL_RenderFillRect(renderer, &sdl_rect) < 0) Backend_PrintError("Couldn't fill rectangle on current rendering target: %s", SDL_GetError()); if (SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND) < 0) Backend_PrintError("Couldn't enable alpha blending for drawing operations: %s", SDL_GetError()); } RenderBackend_GlyphAtlas* RenderBackend_CreateGlyphAtlas(size_t width, size_t height) { RenderBackend_GlyphAtlas *atlas = (RenderBackend_GlyphAtlas*)malloc(sizeof(RenderBackend_GlyphAtlas)); if (atlas != NULL) { atlas->texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_STATIC, width, height); if (atlas->texture != NULL) { return atlas; } else { Backend_PrintError("Couldn't create texture for renderer: %s", SDL_GetError()); } free(atlas); } return NULL; } void RenderBackend_DestroyGlyphAtlas(RenderBackend_GlyphAtlas *atlas) { SDL_DestroyTexture(atlas->texture); 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) { unsigned char *buffer = (unsigned char*)malloc(width * height * 4); if (buffer != NULL) { unsigned char *destination_pointer = buffer; for (size_t iy = 0; iy < height; ++iy) { const unsigned char *source_pointer = &pixels[iy * pitch]; for (size_t ix = 0; ix < width; ++ix) { *destination_pointer++ = 0xFF; *destination_pointer++ = 0xFF; *destination_pointer++ = 0xFF; *destination_pointer++ = *source_pointer++; } } SDL_Rect rect; rect.x = x; rect.y = y; rect.w = width; rect.h = height; if (SDL_UpdateTexture(atlas->texture, &rect, buffer, width * 4) < 0) Backend_PrintError("Couldn't update texture: %s", SDL_GetError()); free(buffer); } } void RenderBackend_PrepareToDrawGlyphs(RenderBackend_GlyphAtlas *atlas, RenderBackend_Surface *destination_surface, unsigned char red, unsigned char green, unsigned char blue) { glyph_atlas = atlas; if (SDL_SetRenderTarget(renderer, destination_surface->texture) < 0) Backend_PrintError("Couldn't set texture as current rendering target: %s", SDL_GetError()); // 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 (SDL_SetTextureColorMod(atlas->texture, red, green, blue) < 0) Backend_PrintError("Couldn't set additional color value: %s", SDL_GetError()); if (SDL_SetTextureBlendMode(atlas->texture, SDL_BLENDMODE_BLEND) < 0) Backend_PrintError("Couldn't set texture blend mode: %s", SDL_GetError()); } void RenderBackend_DrawGlyph(long x, long y, size_t glyph_x, size_t glyph_y, size_t glyph_width, size_t glyph_height) { SDL_Rect source_rect; source_rect.x = glyph_x; source_rect.y = glyph_y; source_rect.w = glyph_width; source_rect.h = glyph_height; SDL_Rect destination_rect; destination_rect.x = x; destination_rect.y = y; destination_rect.w = glyph_width; destination_rect.h = glyph_height; if (SDL_RenderCopy(renderer, glyph_atlas->texture, &source_rect, &destination_rect) < 0) Backend_PrintError("Couldn't copy glyph texture portion to renderer: %s", SDL_GetError()); } void RenderBackend_HandleRenderTargetLoss(void) { for (RenderBackend_Surface *surface = surface_list_head; surface != NULL; surface = surface->next) if (surface->render_target) surface->lost = true; } void RenderBackend_HandleWindowResize(size_t width, size_t height) { size_t upscale_factor = MAX(1, MIN((width + framebuffer.width / 2) / framebuffer.width, (height + framebuffer.height / 2) / framebuffer.height)); upscaled_framebuffer.width = framebuffer.width * upscale_factor; upscaled_framebuffer.height = framebuffer.height * upscale_factor; if (upscaled_framebuffer.texture != NULL) { SDL_DestroyTexture(upscaled_framebuffer.texture); upscaled_framebuffer.texture = NULL; } // Create rect that forces 4:3 no matter what size the window is if (width * upscaled_framebuffer.height >= upscaled_framebuffer.width * height) // Fancy way to do `if (width / height >= upscaled_framebuffer.width / upscaled_framebuffer.height)` without floats { window_rect.w = (height * upscaled_framebuffer.width) / upscaled_framebuffer.height; window_rect.h = height; } else { window_rect.w = width; window_rect.h = (width * upscaled_framebuffer.height) / upscaled_framebuffer.width; } window_rect.x = (width - window_rect.w) / 2; window_rect.y = (height - window_rect.h) / 2; if (window_rect.w % framebuffer.width != 0 || window_rect.h % framebuffer.height != 0) { SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "linear"); upscaled_framebuffer.texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET, upscaled_framebuffer.width, upscaled_framebuffer.height); SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, "nearest"); if (upscaled_framebuffer.texture == NULL) Backend_PrintError("Couldn't regenerate upscaled framebuffer"); SDL_SetTextureBlendMode(upscaled_framebuffer.texture, SDL_BLENDMODE_NONE); } }