/* * 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); }