Files
jdd_opendingux/source/common/texture.cpp

171 lines
3.9 KiB
C++

#include "texture.h"
#define STB_IMAGE_IMPLEMENTATION
#include "stb_image.h"
#include <iostream>
#include "systempalette.h"
#include "destsurface.h"
// Constructor
Texture::Texture(SDL_Renderer *renderer, std::string path, bool verbose)
{
// Copia punteros
this->renderer = renderer;
this->path = path;
// Inicializa
this->pixels = nullptr;
this->width = 0;
this->height = 0;
this->color = 0xffffffff;
// Carga el fichero en la textura
if (path != "")
{
loadFromFile(path, verbose);
}
}
// Destructor
Texture::~Texture()
{
// Libera memoria
unload();
}
// Carga una imagen desde un fichero
bool Texture::loadFromFile(std::string path, bool verbose)
{
const std::string filename = path.substr(path.find_last_of("\\/") + 1);
int req_format = STBI_rgb_alpha;
int width, height, orig_format;
unsigned char *data = stbi_load(path.c_str(), &width, &height, &orig_format, req_format);
if (data == nullptr)
{
SDL_Log("Loading image failed: %s", stbi_failure_reason());
exit(1);
}
else
{
if (verbose)
{
std::cout << "Image loaded: " << filename.c_str() << std::endl;
}
}
// Limpia
unload();
this->width = width;
this->height = height;
const int size = width*height;
this->pixels = new uint8_t[size];
for (int i = 0; i < size; ++i) this->pixels[i] = SystemPalette::getEntry(data[i]);
// Return success
stbi_image_free(data);
return this->pixels != nullptr;
}
// Crea una textura en blanco
bool Texture::createBlank(SDL_Renderer *renderer, int width, int height, SDL_TextureAccess access)
{
// Crea una textura sin inicializar
this->pixels = new uint8_t[width*height];
this->width = width;
this->height = height;
return this->pixels != nullptr;
}
// Libera la memoria de la textura
void Texture::unload()
{
// Libera la textura si existe
if (pixels != nullptr)
{
delete[] pixels;
pixels = nullptr;
width = 0;
height = 0;
}
}
// Establece el color para la modulacion
void Texture::setColor(Uint8 red, Uint8 green, Uint8 blue)
{
this->color = (red << 24) + (green << 16) + (blue << 8) + 255;
}
// Establece el blending
void Texture::setBlendMode(SDL_BlendMode blending)
{
//SDL_SetTextureBlendMode(texture, blending);
}
// Establece el alpha para la modulación
void Texture::setAlpha(Uint8 alpha)
{
//SDL_SetTextureAlphaMod(texture, alpha);
}
// Renderiza la textura en un punto específico
void Texture::render(SDL_Renderer *renderer, int x, int y, SDL_Rect *clip, float zoomW, float zoomH, double angle, SDL_Point *center, SDL_RendererFlip flip)
{
// Establece el destino de renderizado en la pantalla
SDL_Rect renderQuad = {x, y, width, height};
// Obtiene las dimesiones del clip de renderizado
if (clip != nullptr)
{
renderQuad.w = clip->w;
renderQuad.h = clip->h;
}
renderQuad.w = renderQuad.w * zoomW;
renderQuad.h = renderQuad.h * zoomH;
// Renderiza a pantalla
//SDL_RenderCopyEx(renderer, texture, clip, &renderQuad, angle, center, flip);
uint8_t *destSurface = DestSurface::getPixels();
int canvasWidth = DestSurface::getWidth();
int y_inc = 1, y_ini = 0, y_fin = renderQuad.h-1; if (flip && SDL_FLIP_VERTICAL==SDL_FLIP_VERTICAL) { auto tmp=y_ini; y_ini=y_fin; y_fin=tmp; y_inc=-1; }
int x_inc = 1, x_ini = 0, x_fin = renderQuad.w-1; if (flip && SDL_FLIP_HORIZONTAL==SDL_FLIP_HORIZONTAL) { auto tmp=x_ini; x_ini=x_fin; x_fin=tmp; x_inc=-1; }
for (int yy=y_ini; yy <= y_fin; yy += y_inc) {
for (int xx=x_ini; xx <= x_fin; xx += x_inc) {
destSurface[ x+xx + y+yy * canvasWidth ] = pixels[ clip->x+xx + clip->y+yy * width ];
}
}
}
// Establece la textura como objetivo de renderizado
void Texture::setAsRenderTarget(SDL_Renderer *renderer)
{
//SDL_SetRenderTarget(renderer, texture);
}
// Obtiene el ancho de la imagen
int Texture::getWidth()
{
return width;
}
// Obtiene el alto de la imagen
int Texture::getHeight()
{
return height;
}
// Recarga la textura
bool Texture::reLoad()
{
return loadFromFile(path, renderer);
}
// Obtiene la textura
SDL_Texture *Texture::getSDLTexture()
{
return nullptr; //texture;
}