refactor: Update Renderer Logic and Introduce Direct Pixel Access Methods
- Removed direct renderer calls from LoadLinkGraphics and LoadAllGraphicsData to prepare for future renderer refactor. - Added LockTexture and UnlockTexture methods to IRenderer and SDL2Renderer for direct pixel access, enhancing texture management capabilities. - Updated CMake configuration to include the new SDL2Renderer source file, ensuring proper integration within the graphics backend.
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@@ -73,6 +73,10 @@ public:
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*/
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virtual void DestroyTexture(TextureHandle texture) = 0;
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// --- Direct Pixel Access ---
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virtual bool LockTexture(TextureHandle texture, SDL_Rect* rect, void** pixels, int* pitch) = 0;
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virtual void UnlockTexture(TextureHandle texture) = 0;
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// --- Rendering Primitives ---
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/**
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@@ -1,5 +1,6 @@
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#include "app/gfx/backend/sdl2_renderer.h"
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#include "absl/strings/str_format.h"
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#include "app/gfx/bitmap.h"
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namespace yaze {
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namespace gfx {
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@@ -76,6 +77,14 @@ void SDL2Renderer::DestroyTexture(TextureHandle texture) {
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}
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}
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bool SDL2Renderer::LockTexture(TextureHandle texture, SDL_Rect* rect, void** pixels, int* pitch) {
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return SDL_LockTexture(static_cast<SDL_Texture*>(texture), rect, pixels, pitch) == 0;
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}
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void SDL2Renderer::UnlockTexture(TextureHandle texture) {
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SDL_UnlockTexture(static_cast<SDL_Texture*>(texture));
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}
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/**
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* @brief Clears the screen with the current draw color.
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*/
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@@ -29,6 +29,10 @@ public:
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void UpdateTexture(TextureHandle texture, const Bitmap& bitmap) override;
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void DestroyTexture(TextureHandle texture) override;
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// --- Direct Pixel Access ---
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bool LockTexture(TextureHandle texture, SDL_Rect* rect, void** pixels, int* pitch) override;
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void UnlockTexture(TextureHandle texture) override;
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// --- Rendering Primitives ---
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void Clear() override;
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void Present() override;
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@@ -15,6 +15,7 @@ set(
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app/gfx/tilemap.cc
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app/gfx/graphics_optimizer.cc
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app/gfx/bpp_format_manager.cc
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app/gfx/backend/sdl2_renderer.cc
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)
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# ==============================================================================
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@@ -29,7 +29,6 @@
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#include "util/macro.h"
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namespace yaze {
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using core::Renderer;
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constexpr int Uncompressed3BPPSize = 0x0600;
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namespace {
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@@ -106,9 +105,10 @@ absl::StatusOr<std::array<gfx::Bitmap, kNumLinkSheets>> LoadLinkGraphics(
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link_graphics[i].Create(gfx::kTilesheetWidth, gfx::kTilesheetHeight,
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gfx::kTilesheetDepth, link_sheet_8bpp);
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link_graphics[i].SetPalette(rom.palette_group().armors[0]);
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if (SDL_Renderer *renderer = Renderer::Get().renderer(); renderer != nullptr) {
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Renderer::Get().RenderBitmap(&link_graphics[i]);
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}
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// TODO: Renderer refactor to use IRenderer or defer for later when GraphicsEditor is opened.
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// if (SDL_Renderer *renderer = Renderer::Get().renderer(); renderer != nullptr) {
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// Renderer::Get().RenderBitmap(&link_graphics[i]);
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// }
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}
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return link_graphics;
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}
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@@ -176,9 +176,6 @@ absl::StatusOr<std::array<gfx::Bitmap, kNumGfxSheets>> LoadAllGraphicsData(
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std::array<gfx::Bitmap, kNumGfxSheets> graphics_sheets;
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std::vector<uint8_t> sheet;
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bool bpp3 = false;
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SDL_Renderer *renderer = Renderer::Get().renderer();
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const bool renderer_ready = renderer != nullptr;
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// CRITICAL: Clear the graphics buffer before loading to prevent corruption!
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// Without this, multiple ROM loads would accumulate corrupted data.
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rom.mutable_graphics_buffer()->clear();
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@@ -211,26 +208,6 @@ absl::StatusOr<std::array<gfx::Bitmap, kNumGfxSheets>> LoadAllGraphicsData(
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graphics_sheets[i].Create(gfx::kTilesheetWidth, gfx::kTilesheetHeight,
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gfx::kTilesheetDepth, converted_sheet);
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// DON'T apply palettes here! Each editor (Dungeon, Graphics, GfxGroup)
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// should apply its own palette when displaying sheets.
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// This allows users to preview sheets with different palettes in each editor.
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// The bitmap data is stored as indexed (8bpp), and palettes are applied
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// at texture creation time by each editor.
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// if (graphics_sheets[i].is_active()) {
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// if (i > 115) {
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// graphics_sheets[i].SetPaletteWithTransparent(
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// rom.palette_group().global_sprites[0], 0);
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// } else {
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// graphics_sheets[i].SetPaletteWithTransparent(
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// rom.palette_group().dungeon_main[0], 0);
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// }
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// }
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// Don't create textures here either - let editors create them with their palettes
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// if (!defer_render && renderer_ready) {
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// graphics_sheets[i].CreateTexture(renderer);
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// }
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for (int j = 0; j < graphics_sheets[i].size(); ++j) {
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rom.mutable_graphics_buffer()->push_back(graphics_sheets[i].at(j));
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