/*
* This source file is part of RmlUi, the HTML/CSS Interface Middleware
*
* For the latest information, see http://github.com/mikke89/RmlUi
*
* Copyright (c) 2008-2010 CodePoint Ltd, Shift Technology Ltd
* Copyright (c) 2019-2023 The RmlUi Team, and contributors
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#include "RmlUi_Renderer_SDL.h"
#include
#include
#include
#include
#include
RenderInterface_SDL::RenderInterface_SDL(SDL_Renderer* renderer) : renderer(renderer)
{
// RmlUi serves vertex colors and textures with premultiplied alpha, set the blend mode accordingly.
// Equivalent to glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA).
blend_mode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_ONE, SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD, SDL_BLENDFACTOR_ONE,
SDL_BLENDFACTOR_ONE_MINUS_SRC_ALPHA, SDL_BLENDOPERATION_ADD);
}
void RenderInterface_SDL::BeginFrame()
{
SDL_RenderSetViewport(renderer, nullptr);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_SetRenderDrawBlendMode(renderer, blend_mode);
}
void RenderInterface_SDL::EndFrame() {}
Rml::CompiledGeometryHandle RenderInterface_SDL::CompileGeometry(Rml::Span vertices, Rml::Span indices)
{
GeometryView* data = new GeometryView{vertices, indices};
return reinterpret_cast(data);
}
void RenderInterface_SDL::ReleaseGeometry(Rml::CompiledGeometryHandle geometry)
{
delete reinterpret_cast(geometry);
}
void RenderInterface_SDL::RenderGeometry(Rml::CompiledGeometryHandle handle, Rml::Vector2f translation, Rml::TextureHandle texture)
{
const GeometryView* geometry = reinterpret_cast(handle);
const Rml::Vertex* vertices = geometry->vertices.data();
const size_t num_vertices = geometry->vertices.size();
const int* indices = geometry->indices.data();
const size_t num_indices = geometry->indices.size();
SDL_FPoint* positions = new SDL_FPoint[num_vertices];
for (size_t i = 0; i < num_vertices; i++)
{
positions[i].x = vertices[i].position.x + translation.x;
positions[i].y = vertices[i].position.y + translation.y;
}
SDL_Texture* sdl_texture = (SDL_Texture*)texture;
SDL_RenderGeometryRaw(renderer, sdl_texture, &positions[0].x, sizeof(SDL_FPoint), (const SDL_Color*)&vertices->colour, sizeof(Rml::Vertex),
&vertices->tex_coord.x, sizeof(Rml::Vertex), (int)num_vertices, indices, (int)num_indices, 4);
delete[] positions;
}
void RenderInterface_SDL::EnableScissorRegion(bool enable)
{
if (enable)
SDL_RenderSetClipRect(renderer, &rect_scissor);
else
SDL_RenderSetClipRect(renderer, nullptr);
scissor_region_enabled = enable;
}
void RenderInterface_SDL::SetScissorRegion(Rml::Rectanglei region)
{
rect_scissor.x = region.Left();
rect_scissor.y = region.Top();
rect_scissor.w = region.Width();
rect_scissor.h = region.Height();
if (scissor_region_enabled)
SDL_RenderSetClipRect(renderer, &rect_scissor);
}
Rml::TextureHandle RenderInterface_SDL::LoadTexture(Rml::Vector2i& texture_dimensions, const Rml::String& source)
{
Rml::FileInterface* file_interface = Rml::GetFileInterface();
Rml::FileHandle file_handle = file_interface->Open(source);
if (!file_handle)
return {};
file_interface->Seek(file_handle, 0, SEEK_END);
size_t buffer_size = file_interface->Tell(file_handle);
file_interface->Seek(file_handle, 0, SEEK_SET);
using Rml::byte;
Rml::UniquePtr buffer(new byte[buffer_size]);
file_interface->Read(buffer.get(), buffer_size, file_handle);
file_interface->Close(file_handle);
const size_t i_ext = source.rfind('.');
Rml::String extension = (i_ext == Rml::String::npos ? Rml::String() : source.substr(i_ext + 1));
SDL_Surface* surface = IMG_LoadTyped_RW(SDL_RWFromMem(buffer.get(), int(buffer_size)), 1, extension.c_str());
if (!surface)
return {};
if (surface->format->format != SDL_PIXELFORMAT_RGBA32 && surface->format->format != SDL_PIXELFORMAT_BGRA32)
{
SDL_Surface* converted_surface = SDL_ConvertSurfaceFormat(surface, SDL_PIXELFORMAT_RGBA32, 0);
SDL_FreeSurface(surface);
if (!converted_surface)
return {};
surface = converted_surface;
}
// Convert colors to premultiplied alpha, which is necessary for correct alpha compositing.
byte* pixels = static_cast(surface->pixels);
for (int i = 0; i < surface->w * surface->h * 4; i += 4)
{
const byte alpha = pixels[i + 3];
for (int j = 0; j < 3; ++j)
pixels[i + j] = byte(int(pixels[i + j]) * int(alpha) / 255);
}
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
texture_dimensions = Rml::Vector2i(surface->w, surface->h);
SDL_FreeSurface(surface);
if (texture)
SDL_SetTextureBlendMode(texture, blend_mode);
return (Rml::TextureHandle)texture;
}
Rml::TextureHandle RenderInterface_SDL::GenerateTexture(Rml::Span source, Rml::Vector2i source_dimensions)
{
SDL_Surface* surface = SDL_CreateRGBSurfaceWithFormatFrom((void*)source.data(), source_dimensions.x, source_dimensions.y, 32,
source_dimensions.x * 4, SDL_PIXELFORMAT_RGBA32);
SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
SDL_SetTextureBlendMode(texture, blend_mode);
SDL_FreeSurface(surface);
return (Rml::TextureHandle)texture;
}
void RenderInterface_SDL::ReleaseTexture(Rml::TextureHandle texture_handle)
{
SDL_DestroyTexture((SDL_Texture*)texture_handle);
}