162 lines
5.3 KiB
C++
162 lines
5.3 KiB
C++
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#include "core/rendering/texture.hpp"
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#include <SDL3/SDL.h>
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#include <iostream> // Para basic_ostream, operator<<, endl, cout
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#include <stdexcept> // Para runtime_error
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#include <string> // Para char_traits, operator<<, string, opera...
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#include <vector> // Para vector
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#include "utils/utils.hpp" // Para getFileName, Color, printWithDots
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#define STB_IMAGE_IMPLEMENTATION
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#include "external/stb_image.h" // para stbi_failure_reason, stbi_image_free
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// Constructor
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Texture::Texture(SDL_Renderer* renderer, const std::string& path)
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: renderer_(renderer),
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path_(path) {
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// Carga el fichero en la textura
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if (!path_.empty()) {
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// Obtiene la extensión
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const std::string EXTENSION = path_.substr(path_.find_last_of(".") + 1);
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// .png
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if (EXTENSION == "png") {
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loadFromFile(path_);
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}
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}
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}
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// Destructor
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Texture::~Texture() {
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unloadTexture();
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palettes_.clear();
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}
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// Carga una imagen desde un fichero
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bool Texture::loadFromFile(const std::string& file_path) {
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if (file_path.empty()) {
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return false;
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}
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int req_format = STBI_rgb_alpha;
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int width;
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int height;
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int orig_format;
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unsigned char* data = stbi_load(file_path.c_str(), &width, &height, &orig_format, req_format);
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if (data == nullptr) {
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std::cerr << "Error: Fichero no encontrado " << getFileName(file_path) << std::endl;
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throw std::runtime_error("Fichero no encontrado: " + getFileName(file_path));
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}
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printWithDots("Image : ", getFileName(file_path), "[ LOADED ]");
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int pitch;
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SDL_PixelFormat pixel_format;
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// STBI_rgb_alpha (RGBA)
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pitch = 4 * width;
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pixel_format = SDL_PIXELFORMAT_RGBA32;
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// Limpia
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unloadTexture();
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// La textura final
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SDL_Texture* new_texture = nullptr;
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// Carga la imagen desde una ruta específica
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auto* loaded_surface = SDL_CreateSurfaceFrom(width, height, pixel_format, static_cast<void*>(data), pitch);
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if (loaded_surface == nullptr) {
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std::cout << "Unable to load image " << file_path << std::endl;
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} else {
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// Crea la textura desde los pixels de la surface
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new_texture = SDL_CreateTextureFromSurface(renderer_, loaded_surface);
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if (new_texture == nullptr) {
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std::cout << "Unable to create texture from " << file_path << "! SDL Error: " << SDL_GetError() << std::endl;
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} else {
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// Obtiene las dimensiones de la imagen
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width_ = loaded_surface->w;
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height_ = loaded_surface->h;
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}
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// Elimina la textura cargada
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SDL_DestroySurface(loaded_surface);
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}
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// Return success
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stbi_image_free(data);
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texture_ = new_texture;
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return texture_ != nullptr;
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}
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// Crea una textura en blanco
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auto Texture::createBlank(int width, int height, SDL_PixelFormat format, SDL_TextureAccess access) -> bool {
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// Crea una textura sin inicializar
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texture_ = SDL_CreateTexture(renderer_, format, access, width, height);
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if (texture_ == nullptr) {
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SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Unable to create blank texture! SDL Error: %s", SDL_GetError());
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} else {
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width_ = width;
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height_ = height;
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}
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return texture_ != nullptr;
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}
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// Libera la memoria de la textura
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void Texture::unloadTexture() {
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// Libera la textura
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if (texture_ != nullptr) {
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SDL_DestroyTexture(texture_);
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texture_ = nullptr;
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width_ = 0;
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height_ = 0;
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}
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}
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// Establece el color para la modulacion
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void Texture::setColor(Uint8 red, Uint8 green, Uint8 blue) { SDL_SetTextureColorMod(texture_, red, green, blue); }
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void Texture::setColor(Color color) { SDL_SetTextureColorMod(texture_, color.r, color.g, color.b); }
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// Establece el blending
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void Texture::setBlendMode(SDL_BlendMode blending) { SDL_SetTextureBlendMode(texture_, blending); }
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// Establece el alpha para la modulación
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void Texture::setAlpha(Uint8 alpha) { SDL_SetTextureAlphaMod(texture_, alpha); }
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// Renderiza la textura en un punto específico
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void Texture::render(float x, float y, SDL_FRect* clip, float zoom_w, float zoom_h, double angle, SDL_FPoint* center, SDL_FlipMode flip) {
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// Establece el destino de renderizado en la pantalla
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SDL_FRect render_quad = {x, y, width_, height_};
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// Obtiene las dimesiones del clip de renderizado
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if (clip != nullptr) {
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render_quad.w = clip->w;
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render_quad.h = clip->h;
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}
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// Calcula el zoom y las coordenadas
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if (zoom_h != 1.0F || zoom_w != 1.0F) {
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render_quad.x = render_quad.x + (render_quad.w / 2);
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render_quad.y = render_quad.y + (render_quad.h / 2);
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render_quad.w = render_quad.w * zoom_w;
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render_quad.h = render_quad.h * zoom_h;
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render_quad.x = render_quad.x - (render_quad.w / 2);
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render_quad.y = render_quad.y - (render_quad.h / 2);
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}
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// Renderiza a pantalla
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SDL_RenderTextureRotated(renderer_, texture_, clip, &render_quad, angle, center, flip);
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}
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// Establece la textura como objetivo de renderizado
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void Texture::setAsRenderTarget(SDL_Renderer* renderer) { SDL_SetRenderTarget(renderer, texture_); }
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// Recarga la textura
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bool Texture::reLoad() { return loadFromFile(path_); }
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// Obtiene la textura
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SDL_Texture* Texture::getSDLTexture() { return texture_; }
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// Obtiene el renderizador
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SDL_Renderer* Texture::getRenderer() { return renderer_; } |