#include "bitmap.h" #include #include #include #include "absl/status/status.h" #include "absl/status/statusor.h" #include "absl/strings/str_cat.h" #include "app/core/constants.h" #include "app/gfx/snes_palette.h" namespace yaze { namespace app { namespace gfx { namespace { void GrayscalePalette(SDL_Palette *palette) { for (int i = 0; i < 8; i++) { palette->colors[i].r = i * 31; palette->colors[i].g = i * 31; palette->colors[i].b = i * 31; } } } // namespace Bitmap::Bitmap(int width, int height, int depth, int data_size) { Create(width, height, depth, data_size); } // Reserves data to later draw to surface via pointer void Bitmap::Create(int width, int height, int depth, int size) { active_ = true; width_ = width; height_ = height; depth_ = depth; data_size_ = size; data_.reserve(size); pixel_data_ = data_.data(); surface_ = std::unique_ptr( SDL_CreateRGBSurfaceWithFormat(0, width, height, depth, SDL_PIXELFORMAT_INDEX8), SDL_Surface_Deleter()); surface_->pixels = pixel_data_; GrayscalePalette(surface_->format->palette); } void Bitmap::Create(int width, int height, int depth, const Bytes &data) { active_ = true; width_ = width; height_ = height; depth_ = depth; data_ = data; pixel_data_ = data_.data(); surface_ = std::unique_ptr( SDL_CreateRGBSurfaceWithFormat(0, width_, height_, depth_, SDL_PIXELFORMAT_INDEX8), SDL_Surface_Deleter()); surface_->pixels = pixel_data_; GrayscalePalette(surface_->format->palette); } // Creates the texture that will be displayed to the screen. void Bitmap::CreateTexture(SDL_Renderer *renderer) { // Ensure width and height are non-zero if (width_ <= 0 || height_ <= 0) { SDL_Log("Invalid texture dimensions: width=%d, height=%d\n", width_, height_); return; } texture_ = std::shared_ptr{ SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGB888, SDL_TEXTUREACCESS_STREAMING, width_, height_), SDL_Texture_Deleter{}}; if (texture_ == nullptr) { SDL_Log("SDL_CreateTextureFromSurface failed: %s\n", SDL_GetError()); } SDL_Surface *converted_surface = SDL_ConvertSurfaceFormat(surface_.get(), SDL_PIXELFORMAT_ARGB8888, 0); if (converted_surface) { // Create texture from the converted surface converted_surface_ = std::unique_ptr( converted_surface, SDL_Surface_Deleter()); } else { // Handle the error SDL_Log("SDL_ConvertSurfaceFormat failed: %s\n", SDL_GetError()); } SDL_LockTexture(texture_.get(), nullptr, (void **)&texture_pixels, &converted_surface_->pitch); memcpy(texture_pixels, converted_surface_->pixels, converted_surface_->h * converted_surface_->pitch); SDL_UnlockTexture(texture_.get()); } void Bitmap::UpdateTexture(SDL_Renderer *renderer) { SDL_Surface *converted_surface = SDL_ConvertSurfaceFormat(surface_.get(), SDL_PIXELFORMAT_ARGB8888, 0); if (converted_surface) { // Create texture from the converted surface converted_surface_ = std::unique_ptr( converted_surface, SDL_Surface_Deleter()); } else { // Handle the error SDL_Log("SDL_ConvertSurfaceFormat failed: %s\n", SDL_GetError()); } SDL_LockTexture(texture_.get(), nullptr, (void **)&texture_pixels, &converted_surface_->pitch); memcpy(texture_pixels, converted_surface_->pixels, converted_surface_->h * converted_surface_->pitch); SDL_UnlockTexture(texture_.get()); } // Creates the texture that will be displayed to the screen. void Bitmap::CreateTexture(std::shared_ptr renderer) { texture_ = std::shared_ptr{ SDL_CreateTextureFromSurface(renderer.get(), surface_.get()), SDL_Texture_Deleter{}}; } void Bitmap::UpdateTexture(std::shared_ptr renderer) { // SDL_DestroyTexture(texture_.get()); // texture_ = nullptr; texture_ = std::shared_ptr{ SDL_CreateTextureFromSurface(renderer.get(), surface_.get()), SDL_Texture_Deleter{}}; } void Bitmap::SaveSurfaceToFile(std::string_view filename) { SDL_SaveBMP(surface_.get(), filename.data()); } void Bitmap::SetSurface(SDL_Surface *surface) { surface_ = std::unique_ptr( surface, SDL_Surface_Deleter()); } // Convert SNESPalette to SDL_Palette for surface. void Bitmap::ApplyPalette(const SNESPalette &palette) { palette_ = palette; SDL_UnlockSurface(surface_.get()); for (int i = 0; i < palette.size(); ++i) { if (palette.GetColor(i).IsTransparent()) { surface_->format->palette->colors[i].r = 0; surface_->format->palette->colors[i].g = 0; surface_->format->palette->colors[i].b = 0; surface_->format->palette->colors[i].a = 0; } else { surface_->format->palette->colors[i].r = palette.GetColor(i).GetRGB().x; surface_->format->palette->colors[i].g = palette.GetColor(i).GetRGB().y; surface_->format->palette->colors[i].b = palette.GetColor(i).GetRGB().z; surface_->format->palette->colors[i].a = palette.GetColor(i).GetRGB().w; } } SDL_LockSurface(surface_.get()); } void Bitmap::ApplyPaletteWithTransparent(const SNESPalette &palette, int index) { palette_ = palette; auto start_index = index * 7; std::vector colors; colors.push_back(ImVec4(0, 0, 0, 0)); for (int i = start_index; i < start_index + 7; ++i) { colors.push_back(palette.GetColor(i).GetRGB()); } SDL_UnlockSurface(surface_.get()); int i = 0; for (auto &each : colors) { surface_->format->palette->colors[i].r = each.x; surface_->format->palette->colors[i].g = each.y; surface_->format->palette->colors[i].b = each.z; surface_->format->palette->colors[i].a = each.w; i++; } SDL_LockSurface(surface_.get()); } void Bitmap::ApplyPalette(const std::vector &palette) { SDL_UnlockSurface(surface_.get()); for (int i = 0; i < palette.size(); ++i) { surface_->format->palette->colors[i].r = palette[i].r; surface_->format->palette->colors[i].g = palette[i].g; surface_->format->palette->colors[i].b = palette[i].b; surface_->format->palette->colors[i].a = palette[i].a; } SDL_LockSurface(surface_.get()); } void Bitmap::InitializeFromData(uint32_t width, uint32_t height, uint32_t depth, const Bytes &data) { active_ = true; width_ = width; height_ = height; depth_ = depth; data_ = data; data_size_ = data.size(); pixel_data_ = data_.data(); surface_ = std::unique_ptr( SDL_CreateRGBSurfaceWithFormat(0, width_, height_, depth_, SDL_PIXELFORMAT_INDEX8), SDL_Surface_Deleter()); surface_->pixels = pixel_data_; GrayscalePalette(surface_->format->palette); } void Bitmap::ReserveData(uint32_t width, uint32_t height, uint32_t depth, uint32_t size) { width_ = width; height_ = height; depth_ = depth; data_.reserve(size); pixel_data_ = data_.data(); } } // namespace gfx } // namespace app } // namespace yaze