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-rw-r--r--texture.c124
1 files changed, 124 insertions, 0 deletions
diff --git a/texture.c b/texture.c
new file mode 100644
index 0000000..3145344
--- /dev/null
+++ b/texture.c
@@ -0,0 +1,124 @@
+#include "texture.h"
+
+void imv_init_texture(struct imv_texture *tex, SDL_Renderer *r)
+{
+ tex->renderer = r;
+ tex->num_chunks = 0;
+ tex->chunks = NULL;
+
+ SDL_RendererInfo ri;
+ SDL_GetRendererInfo(r, &ri);
+ tex->chunk_width = ri.max_texture_width;
+ tex->chunk_height = ri.max_texture_height;
+}
+
+void imv_destroy_texture(struct imv_texture *tex)
+{
+ if(tex->num_chunks > 0) {
+ for(int i = 0; i < tex->num_chunks; ++i) {
+ SDL_DestroyTexture(tex->chunks[i]);
+ }
+ free(tex->chunks);
+ tex->num_chunks = 0;
+ tex->chunks = NULL;
+ tex->renderer = NULL;
+ }
+}
+
+int imv_texture_set_image(struct imv_texture *tex, FIBITMAP *image)
+{
+ FIBITMAP *frame = FreeImage_ConvertTo32Bits(image);
+ tex->width = FreeImage_GetWidth(frame);
+ tex->height = FreeImage_GetHeight(frame);
+
+ char* pixels = (char*)FreeImage_GetBits(frame);
+
+ //figure out how many chunks are needed, and create them
+ if(tex->num_chunks > 0) {
+ for(int i = 0; i < tex->num_chunks; ++i) {
+ SDL_DestroyTexture(tex->chunks[i]);
+ }
+ free(tex->chunks);
+ }
+
+ tex->num_chunks_wide = 1 + tex->width / tex->chunk_width;
+ tex->num_chunks_tall = 1 + tex->height / tex->chunk_height;
+
+ tex->last_chunk_width = tex->width % tex->chunk_width;
+ tex->last_chunk_height = tex->height % tex->chunk_height;
+
+ if(tex->last_chunk_width == 0) {
+ tex->last_chunk_width = tex->chunk_width;
+ }
+ if(tex->last_chunk_height == 0) {
+ tex->last_chunk_height = tex->chunk_height;
+ }
+
+ tex->num_chunks = tex->num_chunks_wide * tex->num_chunks_tall;
+ tex->chunks = (SDL_Texture**)malloc(sizeof(SDL_Texture*) * tex->num_chunks);
+
+ int failed_at = -1;
+ for(int y = 0; y < tex->num_chunks_tall; ++y) {
+ for(int x = 0; x < tex->num_chunks_wide; ++x) {
+ const int is_last_h_chunk = (x == tex->num_chunks_wide - 1);
+ const int is_last_v_chunk = (y == tex->num_chunks_tall - 1);
+ tex->chunks[x + y * tex->num_chunks_wide] =
+ SDL_CreateTexture(tex->renderer,
+ SDL_PIXELFORMAT_RGB888,
+ SDL_TEXTUREACCESS_STATIC,
+ is_last_h_chunk ? tex->last_chunk_width : tex->chunk_width,
+ is_last_v_chunk ? tex->last_chunk_height : tex->chunk_height);
+ if(tex->chunks[x + y * tex->num_chunks_wide] == NULL) {
+ failed_at = x + y * tex->num_chunks_wide;
+ break;
+ }
+ }
+ }
+
+ if(failed_at != -1) {
+ for(int i = 0; i <= failed_at; ++i) {
+ SDL_DestroyTexture(tex->chunks[i]);
+ }
+ free(tex->chunks);
+ tex->num_chunks = 0;
+ tex->chunks = NULL;
+ return 1;
+ }
+
+ for(int y = 0; y < tex->num_chunks_tall; ++y) {
+ for(int x = 0; x < tex->num_chunks_wide; ++x) {
+ ptrdiff_t offset = 4 * x * tex->chunk_width +
+ y * 4 * tex->width * tex->chunk_height;
+ char* addr = pixels + offset;
+ SDL_UpdateTexture(tex->chunks[x + y * tex->num_chunks_wide],
+ NULL, addr, 4 * tex->width);
+ }
+ }
+
+ return 0;
+}
+
+void imv_texture_draw(struct imv_texture *tex, int bx, int by, double scale)
+{
+ int offset_x = 0;
+ int offset_y = 0;
+ for(int y = 0; y < tex->num_chunks_tall; ++y) {
+ for(int x = 0; x < tex->num_chunks_wide; ++x) {
+ int img_w, img_h, img_access;
+ unsigned int img_format;
+ SDL_QueryTexture(tex->chunks[x + y * tex->num_chunks_wide],
+ &img_format, &img_access, &img_w, &img_h);
+ SDL_Rect view_area = {
+ bx + offset_x,
+ by + offset_y,
+ img_w * scale,
+ img_h * scale
+ };
+ SDL_RenderCopy(tex->renderer,
+ tex->chunks[x + y * tex->num_chunks_wide], NULL, &view_area);
+ offset_x += tex->chunk_width * scale;
+ }
+ offset_x = 0;
+ offset_y += tex->chunk_height * scale;
+ }
+}