#include "draw.h" #include #include "gif.h" #include "jdebug.h" #include #include // Funcions de pintat namespace draw { SDL_Window *sdl_window; SDL_Renderer *sdl_renderer; SDL_Texture *sdl_texture; Uint32 *palette; Uint8 screen[320*240]; float depth_buffer[320*240]; void init() { SDL_Init(SDL_INIT_VIDEO); sdl_window = SDL_CreateWindow("WOLF", 640, 480, 0); SDL_SetWindowPosition(sdl_window, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED); sdl_renderer = SDL_CreateRenderer(sdl_window, NULL); sdl_texture = SDL_CreateTexture(sdl_renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, 320, 240); SDL_SetTextureScaleMode(sdl_texture, SDL_SCALEMODE_NEAREST); debug::init(sdl_renderer); } surface_t *newsurf(int w, int h) { surface_t *surf = (surface_t*)malloc(sizeof(surface_t)); surf->w = w; surf->h = h; surf->pixels = (uint8_t*)malloc(w*h); return surf; } surface_t *loadgif(const char* filename) { FILE *f = fopen(filename, "rb"); fseek(f, 0, SEEK_END); int filesize = ftell(f); fseek(f, 0, SEEK_SET); Uint8 *buffer = (Uint8*)malloc(filesize); fread(buffer, filesize, 1, f); fclose(f); surface_t *surf = (surface_t*)malloc(sizeof(surface_t)); surf->pixels = LoadGif(buffer, &surf->w, &surf->h); free(buffer); return surf; } Uint32 *loadpal(const char* filename) { FILE *f = fopen(filename, "rb"); fseek(f, 0, SEEK_END); int filesize = ftell(f); fseek(f, 0, SEEK_SET); Uint8 *buffer = (Uint8*)malloc(filesize); fread(buffer, filesize, 1, f); fclose(f); Uint32 *pal = LoadPalette(buffer); free(buffer); return pal; } void setpal(Uint32* pal) { palette = pal; } void putp(int x, int y, Uint8 color) { if (x<0 || y<0 || x>=320 || y>=240) return; screen[x+y*320]=color; } void putpd(int x, int y, Uint8 color, float depth) { if (x<0 || y<0 || x>=320 || y>=240) return; screen[x+y*320]=color; depth_buffer[x+y*320]=depth; } void putps(int x, int y, Uint8 color, float depth) { if (x<0 || y<0 || x>=320 || y>=240 || color==0) return; if (depth_buffer[x+y*320]>=depth) { screen[x+y*320]=color; depth_buffer[x+y*320]=depth; } } Uint8 getp(surface_t *surf, int x, int y) { return surf->pixels[x+y*surf->w]; } void line(int x1, int y1, int x2, int y2, Uint8 color) { float dx = float(x2-x1); float dy = float(y2-y1); float steps = SDL_max(SDL_fabsf(dx), SDL_fabsf(dy)); if (steps==0) { putp(x1,y1,color); return; } float incx = dx / steps; float incy = dy / steps; float x = (float)x1; float y = (float)y1; for (int i=0; i<=int(steps); ++i) { putp(int(x+0.5f),int(y+0.5f),color); x += incx; y += incy; } } void render() { // Send to texture and render Uint32 *pixels; int pitch; SDL_LockTexture(sdl_texture, NULL, (void**)&pixels, &pitch); for (int i=0; i<(320*240); ++i) { pixels[i] = 0xFF000000 | palette[screen[i]]; // [DEBUG] Visualització del depth buffer //pixels[i] = 0xFF000000 | palette[SDL_min(int(depth_buffer[i]),255)]; } SDL_UnlockTexture(sdl_texture); SDL_RenderTexture(sdl_renderer, sdl_texture, NULL, NULL); } void flip() { SDL_RenderPresent(sdl_renderer); } namespace map { void putp(int x, int y, Uint8 color) { draw::putp(160+(x/8), 120+(y/8), color); } void line(int x1, int y1, int x2, int y2, Uint8 color) { draw::line(160+(x1/8), 120+(y1/8), 160+(x2/8), 120+(y2/8), color); } } }