/* Copyright (c) 2015 Harry Jeffery This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. */ #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; } }