Files
punchie-engine/src/Renderer.c
T

143 lines
3.7 KiB
C

#include "Renderer.h"
#include "SDL.h"
#include "SDL_blendmode.h"
#include "SDL_image.h"
#include "SDL_platform.h"
#include "SDL_rect.h"
#include "SDL_render.h"
#include "SDL_video.h"
#include "aliases.h"
#include "engine_build_config.h"
#include <stdbool.h>
#include <stdlib.h>
#ifdef DEBUG_ENGINE
#include <stdio.h>
#endif /* DEBUG_ENGINE */
struct renderer {
SDL_Renderer *SDL_base_renderer;
};
Renderer *create_renderer(SDL_Window *window) {
Renderer *renderer = (Renderer *)malloc(sizeof(Renderer));
if (!renderer) {
return NULL;
}
renderer->SDL_base_renderer = SDL_CreateRenderer(
window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
if (!(renderer->SDL_base_renderer)) {
destroy_renderer(&renderer);
return NULL;
}
SDL_SetRenderDrawBlendMode(renderer->SDL_base_renderer, SDL_BLENDMODE_BLEND);
return renderer;
}
void get_render_output_size(Renderer *renderer, i32 *w, i32 *h) {
SDL_GetRendererOutputSize(renderer->SDL_base_renderer, w, h);
}
void set_render_draw_color(const Renderer *renderer, SDL_Color color) {
SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.g, color.b,
color.a);
}
void render_clear(const Renderer *renderer, SDL_Color color) {
if (!renderer || !(renderer->SDL_base_renderer)) {
return;
}
SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.g, color.b,
color.a);
SDL_RenderClear(renderer->SDL_base_renderer);
}
void draw_rect(const Renderer *renderer, SDL_Color color, f32 x, f32 y, f32 w,
f32 h) {
SDL_FRect dest = {x, y, w, h};
SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.g, color.b,
color.a);
SDL_RenderDrawRectF(renderer->SDL_base_renderer, &dest);
}
void fill_rect(const Renderer *renderer, SDL_Color color, f32 x, f32 y, f32 w,
f32 h) {
SDL_FRect dest = {x, y, w, h};
SDL_SetRenderDrawColor(renderer->SDL_base_renderer, color.r, color.g, color.b,
color.a);
SDL_RenderFillRectF(renderer->SDL_base_renderer, &dest);
}
void render_surface(const Renderer *renderer, SDL_Surface *surface,
const RenderRect *dest) {
SDL_Texture *texture =
SDL_CreateTextureFromSurface(renderer->SDL_base_renderer, surface);
if (!texture) {
return;
}
render_texture(renderer, texture, NULL, dest);
SDL_DestroyTexture(texture);
texture = NULL;
}
void render_texture(const Renderer *renderer, SDL_Texture *texture,
const RenderRect *src, const RenderRect *dest) {
if (!renderer || !texture || !dest) {
return;
}
SDL_Rect src_frect;
if (src) {
src_frect.x = src->x;
src_frect.y = src->y;
src_frect.w = src->width;
src_frect.h = src->height;
}
SDL_FRect dest_frect = {dest->x, dest->y, dest->width, dest->height};
// TODO (Abdelrahman): Look into using the SDL_RenderCopyExF instead to
// support rotating the texture
SDL_RenderCopyF(renderer->SDL_base_renderer, texture, src ? &src_frect : NULL,
&dest_frect);
}
void swap_buffers(const Renderer *renderer) {
if (!renderer || !(renderer->SDL_base_renderer)) {
return;
}
SDL_RenderPresent(renderer->SDL_base_renderer);
}
SDL_Texture *load_texture(const Renderer *renderer, const char *path) {
return IMG_LoadTexture(renderer->SDL_base_renderer, path);
}
void destroy_renderer(Renderer **renderer) {
if (*renderer) {
if ((*renderer)->SDL_base_renderer) {
SDL_DestroyRenderer((*renderer)->SDL_base_renderer);
(*renderer)->SDL_base_renderer = NULL;
}
free(*renderer);
*renderer = NULL;
#ifdef DEBUG_ENGINE
printf("Renderer destroyed successfully\n");
#endif /* DEBUG_ENGINE */
}
}