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TextureImage.cpp
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//
// texture.cpp
// Raytracer
//
// Created by Harry on 18/01/2018.
// Copyright © 2018 Harry. All rights reserved.
//
#include "TextureImage.hpp"
TextureImage::TextureImage()
{
//Initialize
mTexture = NULL;
width_ = 0;
height_ = 0;
}
TextureImage::~TextureImage()
{
//Deallocate
free();
}
bool TextureImage::createBlank( SDL_Renderer* gRenderer, SDL_Window* gWindow, int width, int height )
{
//Get rid of preexisting texture
free();
//The final texture
SDL_Texture* newTexture = NULL;
//Load image at specified path
SDL_Surface* loadedSurface = SDL_CreateRGBSurface(0, width, height, 32, 0, 0, 0, 0);
if( loadedSurface == NULL ) {
printf( "Unable to create blank image! SDL_image Error\n");
} else {
//Convert surface to display format
SDL_Surface* formattedSurface = SDL_ConvertSurfaceFormat( loadedSurface, SDL_GetWindowPixelFormat( gWindow ), NULL );
if( formattedSurface == NULL )
{
printf( "Unable to convert loaded surface to display format! SDL Error: %s\n", SDL_GetError() );
}
else
{
//Create blank streamable texture
newTexture = SDL_CreateTexture( gRenderer, SDL_GetWindowPixelFormat( gWindow ), SDL_TEXTUREACCESS_STREAMING, formattedSurface->w, formattedSurface->h );
if( newTexture == NULL )
{
printf( "Unable to create blank texture! SDL Error: %s\n", SDL_GetError() );
}
else
{
//Lock texture for manipulation
SDL_LockTexture( newTexture, NULL, &pixels_, &pitch_ );
//Copy loaded/formatted surface pixels
memcpy( pixels_, formattedSurface->pixels, formattedSurface->pitch * formattedSurface->h );
//Unlock texture to update
SDL_UnlockTexture( newTexture );
pixels_ = NULL;
//Get image dimensions
width_ = formattedSurface->w;
height_ = formattedSurface->h;
}
//Get rid of old formatted surface
SDL_FreeSurface( formattedSurface );
}
//Get rid of old loaded surface
SDL_FreeSurface( loadedSurface );
}
//Return success
mTexture = newTexture;
return mTexture != NULL;
}
void TextureImage::free() {
//Free texture if it exists
if( mTexture != NULL ) {
SDL_DestroyTexture( mTexture );
mTexture = NULL;
width_ = 0;
height_ = 0;
}
}
void TextureImage::setColor( Uint8 red, Uint8 green, Uint8 blue )
{
//Modulate texture
SDL_SetTextureColorMod( mTexture, red, green, blue );
}
void TextureImage::render(SDL_Renderer* gRenderer, int x, int y, SDL_Rect* clip )
{
//Set rendering space and render to screen
SDL_Rect renderQuad = { x, y, width_, height_ };
//Set clip rendering dimensions
if( clip != NULL )
{
renderQuad.w = clip->w;
renderQuad.h = clip->h;
}
//Render to screen
SDL_RenderCopy( gRenderer, mTexture, clip, &renderQuad );
}
int TextureImage::getWidth()
{
return width_;
}
int TextureImage::getHeight()
{
return height_;
}
void* TextureImage::getPixels()
{
return pixels_;
}
int TextureImage::getPitch()
{
return pitch_;
}
bool TextureImage::lockTexture()
{
bool success = true;
//Texture is already locked
if( pixels_ != NULL )
{
printf( "Texture is already locked!\n" );
success = false;
}
//Lock texture
else
{
if( SDL_LockTexture( mTexture, NULL, &pixels_, &pitch_ ) != 0 )
{
printf( "Unable to lock texture! %s\n", SDL_GetError() );
success = false;
}
}
return success;
}
bool TextureImage::unlockTexture()
{
bool success = true;
//Texture is not locked
if( pixels_ == NULL )
{
printf( "Texture is not locked!\n" );
success = false;
}
//Unlock texture
else
{
SDL_UnlockTexture( mTexture );
pixels_ = NULL;
pitch_ = 0;
}
return success;
}