mirror of
https://github.com/TerryCavanagh/VVVVVV.git
synced 2024-06-16 17:48:29 +02:00
19b2a317f1
Ever since VVVVVV was initially ported to C++ in 2.0, it has used surfaces from SDL. The downside is, that's all software rendering. This commit moves most things off of surfaces, and all into GPU, by using textures and SDL_Renderer. Pixel-perfect collision has been kept by keeping a copy of sprites as surfaces. There's plans for pixel-perfect collision to use masks instead of reading pixel data directly, but that's out of scope for this commit. - `graphics.reloadresources()` is now called later in `main`, because textures cannot be created without a renderer. - This commit also removes a bunch of surface functions which are no longer needed. - This also recaches target textures in certain places for d3d9. - graphics.images was converted to a fixed-size array. - fillbox and fillboxabs use SDL_RenderDrawRect instead of drawing an outline using four filled rectangles - Update my name in the credits
333 lines
9.0 KiB
C++
333 lines
9.0 KiB
C++
#include "GraphicsResources.h"
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#include "Alloc.h"
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#include "FileSystemUtils.h"
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#include "GraphicsUtil.h"
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#include "Vlogging.h"
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#include "Screen.h"
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// Used to load PNG data
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extern "C"
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{
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extern unsigned lodepng_decode32(
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unsigned char** out,
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unsigned* w,
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unsigned* h,
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const unsigned char* in,
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size_t insize
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);
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extern const char* lodepng_error_text(unsigned code);
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}
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static SDL_Surface* LoadImageRaw(const char* filename, unsigned char** data)
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{
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//Temporary storage for the image that's loaded
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SDL_Surface* loadedImage = NULL;
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unsigned int width, height;
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unsigned int error;
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unsigned char* fileIn;
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size_t length;
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FILESYSTEM_loadAssetToMemory(filename, &fileIn, &length, false);
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if (fileIn == NULL)
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{
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SDL_assert(0 && "Image file missing!");
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return NULL;
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}
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error = lodepng_decode32(data, &width, &height, fileIn, length);
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VVV_free(fileIn);
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if (error != 0)
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{
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vlog_error("Could not load %s: %s", filename, lodepng_error_text(error));
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return NULL;
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}
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loadedImage = SDL_CreateRGBSurfaceWithFormatFrom(
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*data,
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width,
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height,
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32,
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width * 4,
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SDL_PIXELFORMAT_ABGR8888
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);
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return loadedImage;
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}
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static SDL_Surface* LoadSurfaceFromRaw(SDL_Surface* loadedImage)
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{
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SDL_Surface* optimizedImage = SDL_ConvertSurfaceFormat(
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loadedImage,
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SDL_PIXELFORMAT_ARGB8888,
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0
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);
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SDL_SetSurfaceBlendMode(optimizedImage, SDL_BLENDMODE_BLEND);
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return optimizedImage;
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}
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/* Can't be static, used in Screen.h */
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SDL_Surface* LoadImageSurface(const char* filename)
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{
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unsigned char* data;
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SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
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SDL_Surface* optimizedImage = LoadSurfaceFromRaw(loadedImage);
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if (loadedImage != NULL)
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{
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VVV_freefunc(SDL_FreeSurface, loadedImage);
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}
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VVV_free(data);
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if (optimizedImage == NULL)
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{
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VVV_free(data);
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vlog_error("Image not found: %s", filename);
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SDL_assert(0 && "Image not found! See stderr.");
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}
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return optimizedImage;
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}
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static SDL_Texture* LoadTextureFromRaw(const char* filename, SDL_Surface* loadedImage, const TextureLoadType loadtype)
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{
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if (loadedImage == NULL)
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{
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return NULL;
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}
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// Modify the surface with the load type.
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// This could be done in LoadImageRaw, however currently, surfaces are only used for
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// pixel perfect collision (which will be changed later) and the window icon.
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switch (loadtype)
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{
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case TEX_WHITE:
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SDL_LockSurface(loadedImage);
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for (int y = 0; y < loadedImage->h; y++)
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{
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for (int x = 0; x < loadedImage->w; x++)
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{
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SDL_Color color = ReadPixel(loadedImage, x, y);
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color.r = 255;
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color.g = 255;
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color.b = 255;
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DrawPixel(loadedImage, x, y, color);
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}
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}
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SDL_UnlockSurface(loadedImage);
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break;
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case TEX_GRAYSCALE:
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SDL_LockSurface(loadedImage);
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for (int y = 0; y < loadedImage->h; y++)
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{
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for (int x = 0; x < loadedImage->w; x++)
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{
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SDL_Color color = ReadPixel(loadedImage, x, y);
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// Magic numbers used for grayscaling (eyes perceive certain colors brighter than others)
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Uint8 r = color.r * 0.299;
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Uint8 g = color.g * 0.587;
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Uint8 b = color.b * 0.114;
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const double gray = SDL_floor(r + g + b + 0.5);
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color.r = gray;
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color.g = gray;
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color.b = gray;
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DrawPixel(loadedImage, x, y, color);
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}
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}
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SDL_UnlockSurface(loadedImage);
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break;
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default:
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break;
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}
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//Create texture from surface pixels
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SDL_Texture* texture = SDL_CreateTextureFromSurface(gameScreen.m_renderer, loadedImage);
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if (texture == NULL)
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{
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vlog_error("Failed creating texture: %s. SDL error: %s\n", filename, SDL_GetError());
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}
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return texture;
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}
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static SDL_Texture* LoadImage(const char *filename, const TextureLoadType loadtype)
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{
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unsigned char* data;
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SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
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SDL_Texture* texture = LoadTextureFromRaw(filename, loadedImage, loadtype);
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if (loadedImage != NULL)
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{
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VVV_freefunc(SDL_FreeSurface, loadedImage);
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}
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VVV_free(data);
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if (texture == NULL)
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{
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vlog_error("Image not found: %s", filename);
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SDL_assert(0 && "Image not found! See stderr.");
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}
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return texture;
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}
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static SDL_Texture* LoadImage(const char* filename)
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{
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return LoadImage(filename, TEX_COLOR);
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}
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/* Any unneeded variants can be NULL */
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static void LoadVariants(const char* filename, SDL_Texture** colored, SDL_Texture** white, SDL_Texture** grayscale)
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{
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unsigned char* data;
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SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
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if (colored != NULL)
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{
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*colored = LoadTextureFromRaw(filename, loadedImage, TEX_COLOR);
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if (*colored == NULL)
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{
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vlog_error("Image not found: %s", filename);
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SDL_assert(0 && "Image not found! See stderr.");
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}
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}
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if (grayscale != NULL)
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{
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*grayscale = LoadTextureFromRaw(filename, loadedImage, TEX_GRAYSCALE);
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if (*grayscale == NULL)
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{
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vlog_error("Image not found: %s", filename);
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SDL_assert(0 && "Image not found! See stderr.");
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}
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}
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if (white != NULL)
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{
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*white = LoadTextureFromRaw(filename, loadedImage, TEX_WHITE);
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if (*white == NULL)
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{
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vlog_error("Image not found: %s", filename);
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SDL_assert(0 && "Image not found! See stderr.");
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}
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}
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if (loadedImage != NULL)
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{
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VVV_freefunc(SDL_FreeSurface, loadedImage);
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}
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VVV_free(data);
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}
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/* The pointers `texture` and `surface` cannot be NULL */
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static void LoadSprites(const char* filename, SDL_Texture** texture, SDL_Surface** surface)
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{
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unsigned char* data;
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SDL_Surface* loadedImage = LoadImageRaw(filename, &data);
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*texture = LoadTextureFromRaw(filename, loadedImage, TEX_WHITE);
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if (*texture == NULL)
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{
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vlog_error("Image not found: %s", filename);
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SDL_assert(0 && "Image not found! See stderr.");
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}
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*surface = LoadSurfaceFromRaw(loadedImage);
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if (*surface == NULL)
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{
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vlog_error("Image not found: %s", filename);
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SDL_assert(0 && "Image not found! See stderr.");
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}
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if (loadedImage != NULL)
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{
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VVV_freefunc(SDL_FreeSurface, loadedImage);
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}
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VVV_free(data);
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}
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void GraphicsResources::init(void)
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{
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LoadVariants("graphics/tiles.png", &im_tiles, &im_tiles_white, &im_tiles_tint);
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LoadVariants("graphics/tiles2.png", &im_tiles2, NULL, &im_tiles2_tint);
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LoadVariants("graphics/entcolours.png", &im_entcolours, NULL, &im_entcolours_tint);
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LoadSprites("graphics/sprites.png", &im_sprites, &im_sprites_surf);
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LoadSprites("graphics/flipsprites.png", &im_flipsprites, &im_flipsprites_surf);
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im_tiles3 = LoadImage("graphics/tiles3.png");
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im_bfont = LoadImage("graphics/font.png", TEX_WHITE);
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im_teleporter = LoadImage("graphics/teleporter.png", TEX_WHITE);
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im_image0 = LoadImage("graphics/levelcomplete.png");
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im_image1 = LoadImage("graphics/minimap.png");
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im_image2 = LoadImage("graphics/covered.png");
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im_image3 = LoadImage("graphics/elephant.png", TEX_WHITE);
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im_image4 = LoadImage("graphics/gamecomplete.png");
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im_image5 = LoadImage("graphics/fliplevelcomplete.png");
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im_image6 = LoadImage("graphics/flipgamecomplete.png");
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im_image7 = LoadImage("graphics/site.png", TEX_WHITE);
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im_image8 = LoadImage("graphics/site2.png", TEX_WHITE);
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im_image9 = LoadImage("graphics/site3.png", TEX_WHITE);
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im_image10 = LoadImage("graphics/ending.png");
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im_image11 = LoadImage("graphics/site4.png", TEX_WHITE);
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im_image12 = SDL_CreateTexture(gameScreen.m_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 240, 180);
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if (im_image12 == NULL)
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{
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vlog_error("Failed to create minimap texture: %s", SDL_GetError());
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SDL_assert(0 && "Failed to create minimap texture! See stderr.");
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return;
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}
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}
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void GraphicsResources::destroy(void)
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{
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#define CLEAR(img) VVV_freefunc(SDL_DestroyTexture, img)
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CLEAR(im_tiles);
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CLEAR(im_tiles_white);
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CLEAR(im_tiles_tint);
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CLEAR(im_tiles2);
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CLEAR(im_tiles2_tint);
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CLEAR(im_tiles3);
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CLEAR(im_entcolours);
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CLEAR(im_entcolours_tint);
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CLEAR(im_sprites);
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CLEAR(im_flipsprites);
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CLEAR(im_bfont);
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CLEAR(im_teleporter);
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CLEAR(im_image0);
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CLEAR(im_image1);
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CLEAR(im_image2);
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CLEAR(im_image3);
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CLEAR(im_image4);
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CLEAR(im_image5);
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CLEAR(im_image6);
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CLEAR(im_image7);
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CLEAR(im_image8);
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CLEAR(im_image9);
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CLEAR(im_image10);
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CLEAR(im_image11);
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CLEAR(im_image12);
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#undef CLEAR
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VVV_freefunc(SDL_FreeSurface, im_sprites_surf);
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VVV_freefunc(SDL_FreeSurface, im_flipsprites_surf);
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}
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