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#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;
}
}
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