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authorHarry Jeffery <harry@exec64.co.uk>2017-11-26 12:06:41 +0000
committerHarry Jeffery <harry@exec64.co.uk>2017-11-26 12:07:23 +0000
commit3ceb0eac655e04da262b8148b35ee37a8ae3402a (patch)
tree68c4400417502c921c3aca67fe0d371896750399 /src/image.c
parent92ddfe0bceb8e66fabce3ae127468153e7eb11e3 (diff)
downloadimv-3ceb0eac655e04da262b8148b35ee37a8ae3402a.tar.gz
Rename imv_texture -> imv_image
Diffstat (limited to 'src/image.c')
-rw-r--r--src/image.c132
1 files changed, 132 insertions, 0 deletions
diff --git a/src/image.c b/src/image.c
new file mode 100644
index 0000000..5c9d9b5
--- /dev/null
+++ b/src/image.c
@@ -0,0 +1,132 @@
+#include "image.h"
+
+struct imv_image *imv_image_create(SDL_Renderer *r)
+{
+ struct imv_image *image = malloc(sizeof(struct imv_image));
+ memset(image, 0, sizeof(struct imv_image));
+ image->renderer = r;
+
+ SDL_RendererInfo ri;
+ SDL_GetRendererInfo(r, &ri);
+ image->chunk_width = ri.max_texture_width != 0 ? ri.max_texture_width : 4096;
+ image->chunk_height = ri.max_texture_height != 0 ? ri.max_texture_height : 4096;
+ return image;
+}
+
+void imv_image_free(struct imv_image *image)
+{
+ if(image->num_chunks > 0) {
+ for(int i = 0; i < image->num_chunks; ++i) {
+ SDL_DestroyTexture(image->chunks[i]);
+ }
+ free(image->chunks);
+ image->num_chunks = 0;
+ image->chunks = NULL;
+ image->renderer = NULL;
+ }
+ free(image);
+}
+
+int imv_image_set_bitmap(struct imv_image *image, FIBITMAP *bmp)
+{
+ image->width = FreeImage_GetWidth(bmp);
+ image->height = FreeImage_GetHeight(bmp);
+
+ /* figure out how many chunks are needed, and create them */
+ if(image->num_chunks > 0) {
+ for(int i = 0; i < image->num_chunks; ++i) {
+ SDL_DestroyTexture(image->chunks[i]);
+ }
+ free(image->chunks);
+ }
+
+ image->num_chunks_wide = 1 + image->width / image->chunk_width;
+ image->num_chunks_tall = 1 + image->height / image->chunk_height;
+
+ image->last_chunk_width = image->width % image->chunk_width;
+ image->last_chunk_height = image->height % image->chunk_height;
+
+ if(image->last_chunk_width == 0) {
+ image->last_chunk_width = image->chunk_width;
+ }
+ if(image->last_chunk_height == 0) {
+ image->last_chunk_height = image->chunk_height;
+ }
+
+ image->num_chunks = image->num_chunks_wide * image->num_chunks_tall;
+ image->chunks = malloc(sizeof(SDL_Texture*) * image->num_chunks);
+
+ int failed_at = -1;
+ for(int y = 0; y < image->num_chunks_tall; ++y) {
+ for(int x = 0; x < image->num_chunks_wide; ++x) {
+ const int is_last_h_chunk = (x == image->num_chunks_wide - 1);
+ const int is_last_v_chunk = (y == image->num_chunks_tall - 1);
+ image->chunks[x + y * image->num_chunks_wide] =
+ SDL_CreateTexture(image->renderer,
+ SDL_PIXELFORMAT_ARGB8888,
+ SDL_TEXTUREACCESS_STATIC,
+ is_last_h_chunk ? image->last_chunk_width : image->chunk_width,
+ is_last_v_chunk ? image->last_chunk_height : image->chunk_height);
+ SDL_SetTextureBlendMode(image->chunks[x + y * image->num_chunks_wide],
+ SDL_BLENDMODE_BLEND);
+ if(image->chunks[x + y * image->num_chunks_wide] == NULL) {
+ failed_at = x + y * image->num_chunks_wide;
+ break;
+ }
+ }
+ }
+
+ if(failed_at != -1) {
+ for(int i = 0; i <= failed_at; ++i) {
+ SDL_DestroyTexture(image->chunks[i]);
+ }
+ free(image->chunks);
+ image->num_chunks = 0;
+ image->chunks = NULL;
+ return 1;
+ }
+
+ BYTE* pixels = malloc(4 * image->width * image->height);
+ FreeImage_ConvertToRawBits(pixels, bmp, 4 * image->width, 32,
+ FI_RGBA_RED_MASK, FI_RGBA_GREEN_MASK, FI_RGBA_BLUE_MASK, TRUE);
+
+ for(int y = 0; y < image->num_chunks_tall; ++y) {
+ for(int x = 0; x < image->num_chunks_wide; ++x) {
+ ptrdiff_t offset = 4 * x * image->chunk_width +
+ y * 4 * image->width * image->chunk_height;
+ BYTE* addr = pixels + offset;
+ SDL_UpdateTexture(image->chunks[x + y * image->num_chunks_wide],
+ NULL, addr, 4 * image->width);
+ }
+ }
+
+ free(pixels);
+ return 0;
+}
+
+void imv_image_draw(struct imv_image *image, int bx, int by, double scale)
+{
+ int offset_x = 0;
+ int offset_y = 0;
+ for(int y = 0; y < image->num_chunks_tall; ++y) {
+ for(int x = 0; x < image->num_chunks_wide; ++x) {
+ int img_w, img_h;
+ SDL_QueryTexture(image->chunks[x + y * image->num_chunks_wide], NULL, NULL,
+ &img_w, &img_h);
+ SDL_Rect view_area = {
+ bx + offset_x,
+ by + offset_y,
+ img_w * scale,
+ img_h * scale
+ };
+ SDL_RenderCopy(image->renderer,
+ image->chunks[x + y * image->num_chunks_wide], NULL, &view_area);
+ offset_x += image->chunk_width * scale;
+ }
+ offset_x = 0;
+ offset_y += image->chunk_height * scale;
+ }
+}
+
+
+/* vim:set ts=2 sts=2 sw=2 et: */