コード例 #1
0
ファイル: blitter.cpp プロジェクト: Tkachov/ceu_pingus
SDL_Surface*
Blitter::create_surface_from_format(SDL_Surface* surface, int w, int h)
{
  SDL_Surface* new_surface = SDL_CreateRGBSurface(0, w, h,
                                                  surface->format->BitsPerPixel, 
                                                  surface->format->Rmask,
                                                  surface->format->Gmask,
                                                  surface->format->Bmask,
                                                  surface->format->Amask);

  Uint8 alpha;
  if (SDL_GetSurfaceAlphaMod(surface, &alpha) == 0)
    SDL_SetSurfaceAlphaMod(new_surface, alpha);

  SDL_BlendMode blend_mode;
  if (SDL_GetSurfaceBlendMode(surface, &blend_mode) == 0)
    SDL_SetSurfaceBlendMode(new_surface, blend_mode);

  Uint8 r, g, b;
  if (SDL_GetSurfaceColorMod(surface, &r, &g, &b) == 0)
    SDL_SetSurfaceColorMod(new_surface, r, g, b);

  if (surface->format->palette)
    SDL_SetSurfacePalette(new_surface, surface->format->palette);

  Uint32 colorkey;
  if (SDL_GetColorKey(surface, &colorkey) == 0)
    SDL_SetColorKey(new_surface, SDL_TRUE, colorkey);

  return new_surface;
}
コード例 #2
0
ファイル: Surface.cpp プロジェクト: jordsti/stigame
 Color Surface::getColotMod(void)
 {
     Uint8 r,g,b;
     if(SDL_GetSurfaceColorMod(sdlSurface, &r, &g, &b) == 0)
     {
         Logger::Error(SDL_GetError());
     }
     return Color(r, g, b);
 }
コード例 #3
0
ファイル: Image.cpp プロジェクト: i8degrees/nomlib
const Color4i Image::color_modulation ( void ) const
{
  SDL_Color c;

  if ( SDL_GetSurfaceColorMod ( this->image(), &c.r, &c.g, &c.b ) != 0 )
  {
    NOM_LOG_ERR ( NOM, SDL_GetError() );
    return Color4i::null;
  }

  return Color4i ( c.r, c.g, c.b, Color4i::ALPHA_OPAQUE );
}
コード例 #4
0
ファイル: surface.cpp プロジェクト: soulik/LuaSDL-2.0
	int inline Surface::getColorMod(State & state, SDL_Surface  * surface){
		Stack * stack = state.stack;
		Uint8 r, g, b;
		if (SDL_GetSurfaceColorMod(surface, &r, &g, &b) == 0){
			stack->newTable();
			stack->setField<int>("r", r);
			stack->setField<int>("g", g);
			stack->setField<int>("b", b);
			return 1;
		}
		else{
			return 0;
		}
	}
コード例 #5
0
ファイル: sdl2_surface.c プロジェクト: asfluido/mruby-sdl2
static mrb_value
mrb_sdl2_video_surface_get_color_mod(mrb_state *mrb, mrb_value self)
{
    uint8_t r, g, b;
    SDL_Surface *s = mrb_sdl2_video_surface_get_ptr(mrb, self);
    if (0 != SDL_GetSurfaceColorMod(s, &r, &g, &b)) {
        mruby_sdl2_raise_error(mrb);
    }
    mrb_value rgb[3] = {
        mrb_fixnum_value(r),
        mrb_fixnum_value(g),
        mrb_fixnum_value(b)
    };
    return mrb_obj_new(mrb, mrb_class_get_under(mrb, mod_SDL2, "RGB"), 3, rgb);
}
コード例 #6
0
ファイル: SDL_render_sw.c プロジェクト: 0-wiz-0/mame
static int
SW_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
                const SDL_Rect * srcrect, const SDL_FRect * dstrect,
                const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
{
    SDL_Surface *surface = SW_ActivateRenderer(renderer);
    SDL_Surface *src = (SDL_Surface *) texture->driverdata;
    SDL_Rect final_rect, tmp_rect;
    SDL_Surface *surface_rotated, *surface_scaled;
    int retval, dstwidth, dstheight, abscenterx, abscentery;
    double cangle, sangle, px, py, p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y;

    if (!surface) {
        return -1;
    }

    if (renderer->viewport.x || renderer->viewport.y) {
        final_rect.x = (int)(renderer->viewport.x + dstrect->x);
        final_rect.y = (int)(renderer->viewport.y + dstrect->y);
    } else {
        final_rect.x = (int)dstrect->x;
        final_rect.y = (int)dstrect->y;
    }
    final_rect.w = (int)dstrect->w;
    final_rect.h = (int)dstrect->h;

    /* SDLgfx_rotateSurface doesn't accept a source rectangle, so crop and scale if we need to */
    tmp_rect = final_rect;
    tmp_rect.x = 0;
    tmp_rect.y = 0;
    if (srcrect->w == final_rect.w && srcrect->h == final_rect.h && srcrect->x == 0 && srcrect->y == 0) {
        surface_scaled = src; /* but if we don't need to, just use the original */
        retval = 0;
    } else {
        SDL_Surface *blit_src = src;
        Uint32 colorkey;
        SDL_BlendMode blendMode;
        Uint8 alphaMod, r, g, b;
        SDL_bool cloneSource = SDL_FALSE;

        surface_scaled = SDL_CreateRGBSurface(SDL_SWSURFACE, final_rect.w, final_rect.h, src->format->BitsPerPixel,
                                              src->format->Rmask, src->format->Gmask,
                                              src->format->Bmask, src->format->Amask );
        if (!surface_scaled) {
            return -1;
        }

        /* copy the color key, alpha mod, blend mode, and color mod so the scaled surface behaves like the source */
        if (SDL_GetColorKey(src, &colorkey) == 0) {
            SDL_SetColorKey(surface_scaled, SDL_TRUE, colorkey);
            cloneSource = SDL_TRUE;
        }
        SDL_GetSurfaceAlphaMod(src, &alphaMod); /* these will be copied to surface_scaled below if necessary */
        SDL_GetSurfaceBlendMode(src, &blendMode);
        SDL_GetSurfaceColorMod(src, &r, &g, &b);

        /* now we need to blit the src into surface_scaled. since we want to copy the colors from the source to
         * surface_scaled rather than blend them, etc. we'll need to disable the blend mode, alpha mod, etc.
         * but we don't want to modify src (in case it's being used on other threads), so we'll need to clone it
         * before changing the blend options
         */
        cloneSource |= blendMode != SDL_BLENDMODE_NONE || (alphaMod & r & g & b) != 255;
        if (cloneSource) {
            blit_src = SDL_ConvertSurface(src, src->format, src->flags); /* clone src */
            if (!blit_src) {
                SDL_FreeSurface(surface_scaled);
                return -1;
            }
            SDL_SetSurfaceAlphaMod(blit_src, 255); /* disable all blending options in blit_src */
            SDL_SetSurfaceBlendMode(blit_src, SDL_BLENDMODE_NONE);
            SDL_SetColorKey(blit_src, 0, 0);
            SDL_SetSurfaceColorMod(blit_src, 255, 255, 255);
            SDL_SetSurfaceRLE(blit_src, 0); /* don't RLE encode a surface we'll only use once */

            SDL_SetSurfaceAlphaMod(surface_scaled, alphaMod); /* copy blending options to surface_scaled */
            SDL_SetSurfaceBlendMode(surface_scaled, blendMode);
            SDL_SetSurfaceColorMod(surface_scaled, r, g, b);
        }

        retval = SDL_BlitScaled(blit_src, srcrect, surface_scaled, &tmp_rect);
        if (blit_src != src) {
            SDL_FreeSurface(blit_src);
        }
    }

    if (!retval) {
        SDLgfx_rotozoomSurfaceSizeTrig(tmp_rect.w, tmp_rect.h, angle, &dstwidth, &dstheight, &cangle, &sangle);
        surface_rotated = SDLgfx_rotateSurface(surface_scaled, angle, dstwidth/2, dstheight/2, GetScaleQuality(), flip & SDL_FLIP_HORIZONTAL, flip & SDL_FLIP_VERTICAL, dstwidth, dstheight, cangle, sangle);
        if(surface_rotated) {
            /* Find out where the new origin is by rotating the four final_rect points around the center and then taking the extremes */
            abscenterx = final_rect.x + (int)center->x;
            abscentery = final_rect.y + (int)center->y;
            /* Compensate the angle inversion to match the behaviour of the other backends */
            sangle = -sangle;

            /* Top Left */
            px = final_rect.x - abscenterx;
            py = final_rect.y - abscentery;
            p1x = px * cangle - py * sangle + abscenterx;
            p1y = px * sangle + py * cangle + abscentery;

            /* Top Right */
            px = final_rect.x + final_rect.w - abscenterx;
            py = final_rect.y - abscentery;
            p2x = px * cangle - py * sangle + abscenterx;
            p2y = px * sangle + py * cangle + abscentery;

            /* Bottom Left */
            px = final_rect.x - abscenterx;
            py = final_rect.y + final_rect.h - abscentery;
            p3x = px * cangle - py * sangle + abscenterx;
            p3y = px * sangle + py * cangle + abscentery;

            /* Bottom Right */
            px = final_rect.x + final_rect.w - abscenterx;
            py = final_rect.y + final_rect.h - abscentery;
            p4x = px * cangle - py * sangle + abscenterx;
            p4y = px * sangle + py * cangle + abscentery;

            tmp_rect.x = (int)MIN(MIN(p1x, p2x), MIN(p3x, p4x));
            tmp_rect.y = (int)MIN(MIN(p1y, p2y), MIN(p3y, p4y));
            tmp_rect.w = dstwidth;
            tmp_rect.h = dstheight;

            retval = SDL_BlitSurface(surface_rotated, NULL, surface, &tmp_rect);
            SDL_FreeSurface(surface_rotated);
        }
    }

    if (surface_scaled != src) {
        SDL_FreeSurface(surface_scaled);
    }
    return retval;
}
コード例 #7
0
ファイル: SDL_render.c プロジェクト: ryanzhao006/IOSAVDecode
SDL_Texture *
SDL_CreateTextureFromSurface(SDL_Renderer * renderer, SDL_Surface * surface)
{
    const SDL_PixelFormat *fmt;
    SDL_bool needAlpha;
    Uint32 i;
    Uint32 format;
    SDL_Texture *texture;

    CHECK_RENDERER_MAGIC(renderer, NULL);

    if (!surface) {
        SDL_SetError("SDL_CreateTextureFromSurface() passed NULL surface");
        return NULL;
    }

    /* See what the best texture format is */
    fmt = surface->format;
    if (fmt->Amask || SDL_GetColorKey(surface, NULL) == 0) {
        needAlpha = SDL_TRUE;
    } else {
        needAlpha = SDL_FALSE;
    }
    format = renderer->info.texture_formats[0];
    for (i = 0; i < renderer->info.num_texture_formats; ++i) {
        if (!SDL_ISPIXELFORMAT_FOURCC(renderer->info.texture_formats[i]) &&
                SDL_ISPIXELFORMAT_ALPHA(renderer->info.texture_formats[i]) == needAlpha) {
            format = renderer->info.texture_formats[i];
            break;
        }
    }

    texture = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_STATIC,
                                surface->w, surface->h);
    if (!texture) {
        return NULL;
    }

    if (format == surface->format->format) {
        if (SDL_MUSTLOCK(surface)) {
            SDL_LockSurface(surface);
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
            SDL_UnlockSurface(surface);
        } else {
            SDL_UpdateTexture(texture, NULL, surface->pixels, surface->pitch);
        }
    } else {
        SDL_PixelFormat *dst_fmt;
        SDL_Surface *temp = NULL;

        /* Set up a destination surface for the texture update */
        dst_fmt = SDL_AllocFormat(format);
        temp = SDL_ConvertSurface(surface, dst_fmt, 0);
        SDL_FreeFormat(dst_fmt);
        if (temp) {
            SDL_UpdateTexture(texture, NULL, temp->pixels, temp->pitch);
            SDL_FreeSurface(temp);
        } else {
            SDL_DestroyTexture(texture);
            return NULL;
        }
    }

    {
        Uint8 r, g, b, a;
        SDL_BlendMode blendMode;

        SDL_GetSurfaceColorMod(surface, &r, &g, &b);
        SDL_SetTextureColorMod(texture, r, g, b);

        SDL_GetSurfaceAlphaMod(surface, &a);
        SDL_SetTextureAlphaMod(texture, a);

        if (SDL_GetColorKey(surface, NULL) == 0) {
            /* We converted to a texture with alpha format */
            SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
        } else {
            SDL_GetSurfaceBlendMode(surface, &blendMode);
            SDL_SetTextureBlendMode(texture, blendMode);
        }
    }
    return texture;
}
コード例 #8
0
ファイル: SDL_render_sw.c プロジェクト: abakobo/monkey2
static int
SW_RenderCopyEx(SDL_Renderer * renderer, SDL_Texture * texture,
                const SDL_Rect * srcrect, const SDL_FRect * dstrect,
                const double angle, const SDL_FPoint * center, const SDL_RendererFlip flip)
{
    SDL_Surface *surface = SW_ActivateRenderer(renderer);
    SDL_Surface *src = (SDL_Surface *) texture->driverdata;
    SDL_Rect final_rect, tmp_rect;
    SDL_Surface *src_clone, *src_rotated, *src_scaled;
    SDL_Surface *mask = NULL, *mask_rotated = NULL;
    int retval = 0, dstwidth, dstheight, abscenterx, abscentery;
    double cangle, sangle, px, py, p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y;
    SDL_BlendMode blendmode;
    Uint8 alphaMod, rMod, gMod, bMod;
    int applyModulation = SDL_FALSE;
    int blitRequired = SDL_FALSE;
    int isOpaque = SDL_FALSE;

    if (!surface) {
        return -1;
    }

    if (renderer->viewport.x || renderer->viewport.y) {
        final_rect.x = (int)(renderer->viewport.x + dstrect->x);
        final_rect.y = (int)(renderer->viewport.y + dstrect->y);
    } else {
        final_rect.x = (int)dstrect->x;
        final_rect.y = (int)dstrect->y;
    }
    final_rect.w = (int)dstrect->w;
    final_rect.h = (int)dstrect->h;

    tmp_rect = final_rect;
    tmp_rect.x = 0;
    tmp_rect.y = 0;

    /* It is possible to encounter an RLE encoded surface here and locking it is
     * necessary because this code is going to access the pixel buffer directly.
     */
    if (SDL_MUSTLOCK(src)) {
        SDL_LockSurface(src);
    }

    /* Clone the source surface but use its pixel buffer directly.
     * The original source surface must be treated as read-only.
     */
    src_clone = SDL_CreateRGBSurfaceFrom(src->pixels, src->w, src->h, src->format->BitsPerPixel, src->pitch,
                                         src->format->Rmask, src->format->Gmask,
                                         src->format->Bmask, src->format->Amask);
    if (src_clone == NULL) {
        if (SDL_MUSTLOCK(src)) {
            SDL_UnlockSurface(src);
        }
        return -1;
    }

    SDL_GetSurfaceBlendMode(src, &blendmode);
    SDL_GetSurfaceAlphaMod(src, &alphaMod);
    SDL_GetSurfaceColorMod(src, &rMod, &gMod, &bMod);

    /* SDLgfx_rotateSurface only accepts 32-bit surfaces with a 8888 layout. Everything else has to be converted. */
    if (src->format->BitsPerPixel != 32 || SDL_PIXELLAYOUT(src->format->format) != SDL_PACKEDLAYOUT_8888 || !src->format->Amask) {
        blitRequired = SDL_TRUE;
    }

    /* If scaling and cropping is necessary, it has to be taken care of before the rotation. */
    if (!(srcrect->w == final_rect.w && srcrect->h == final_rect.h && srcrect->x == 0 && srcrect->y == 0)) {
        blitRequired = SDL_TRUE;
    }

    /* The color and alpha modulation has to be applied before the rotation when using the NONE and MOD blend modes. */
    if ((blendmode == SDL_BLENDMODE_NONE || blendmode == SDL_BLENDMODE_MOD) && (alphaMod & rMod & gMod & bMod) != 255) {
        applyModulation = SDL_TRUE;
        SDL_SetSurfaceAlphaMod(src_clone, alphaMod);
        SDL_SetSurfaceColorMod(src_clone, rMod, gMod, bMod);
    }

    /* Opaque surfaces are much easier to handle with the NONE blend mode. */
    if (blendmode == SDL_BLENDMODE_NONE && !src->format->Amask && alphaMod == 255) {
        isOpaque = SDL_TRUE;
    }

    /* The NONE blend mode requires a mask for non-opaque surfaces. This mask will be used
     * to clear the pixels in the destination surface. The other steps are explained below.
     */
    if (blendmode == SDL_BLENDMODE_NONE && !isOpaque) {
        mask = SDL_CreateRGBSurface(0, final_rect.w, final_rect.h, 32,
                                    0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
        if (mask == NULL) {
            retval = -1;
        } else {
            SDL_SetSurfaceBlendMode(mask, SDL_BLENDMODE_MOD);
        }
    }

    /* Create a new surface should there be a format mismatch or if scaling, cropping,
     * or modulation is required. It's possible to use the source surface directly otherwise.
     */
    if (!retval && (blitRequired || applyModulation)) {
        SDL_Rect scale_rect = tmp_rect;
        src_scaled = SDL_CreateRGBSurface(0, final_rect.w, final_rect.h, 32,
                                          0x00ff0000, 0x0000ff00, 0x000000ff, 0xff000000);
        if (src_scaled == NULL) {
            retval = -1;
        } else {
            SDL_SetSurfaceBlendMode(src_clone, SDL_BLENDMODE_NONE);
            retval = SDL_BlitScaled(src_clone, srcrect, src_scaled, &scale_rect);
            SDL_FreeSurface(src_clone);
            src_clone = src_scaled;
            src_scaled = NULL;
        }
    }

    /* SDLgfx_rotateSurface is going to make decisions depending on the blend mode. */
    SDL_SetSurfaceBlendMode(src_clone, blendmode);

    if (!retval) {
        SDLgfx_rotozoomSurfaceSizeTrig(tmp_rect.w, tmp_rect.h, angle, &dstwidth, &dstheight, &cangle, &sangle);
        src_rotated = SDLgfx_rotateSurface(src_clone, angle, dstwidth/2, dstheight/2, GetScaleQuality(), flip & SDL_FLIP_HORIZONTAL, flip & SDL_FLIP_VERTICAL, dstwidth, dstheight, cangle, sangle);
        if (src_rotated == NULL) {
            retval = -1;
        }
        if (!retval && mask != NULL) {
            /* The mask needed for the NONE blend mode gets rotated with the same parameters. */
            mask_rotated = SDLgfx_rotateSurface(mask, angle, dstwidth/2, dstheight/2, SDL_FALSE, 0, 0, dstwidth, dstheight, cangle, sangle);
            if (mask_rotated == NULL) {
                retval = -1;
            }
        }
        if (!retval) {
            /* Find out where the new origin is by rotating the four final_rect points around the center and then taking the extremes */
            abscenterx = final_rect.x + (int)center->x;
            abscentery = final_rect.y + (int)center->y;
            /* Compensate the angle inversion to match the behaviour of the other backends */
            sangle = -sangle;

            /* Top Left */
            px = final_rect.x - abscenterx;
            py = final_rect.y - abscentery;
            p1x = px * cangle - py * sangle + abscenterx;
            p1y = px * sangle + py * cangle + abscentery;

            /* Top Right */
            px = final_rect.x + final_rect.w - abscenterx;
            py = final_rect.y - abscentery;
            p2x = px * cangle - py * sangle + abscenterx;
            p2y = px * sangle + py * cangle + abscentery;

            /* Bottom Left */
            px = final_rect.x - abscenterx;
            py = final_rect.y + final_rect.h - abscentery;
            p3x = px * cangle - py * sangle + abscenterx;
            p3y = px * sangle + py * cangle + abscentery;

            /* Bottom Right */
            px = final_rect.x + final_rect.w - abscenterx;
            py = final_rect.y + final_rect.h - abscentery;
            p4x = px * cangle - py * sangle + abscenterx;
            p4y = px * sangle + py * cangle + abscentery;

            tmp_rect.x = (int)MIN(MIN(p1x, p2x), MIN(p3x, p4x));
            tmp_rect.y = (int)MIN(MIN(p1y, p2y), MIN(p3y, p4y));
            tmp_rect.w = dstwidth;
            tmp_rect.h = dstheight;

            /* The NONE blend mode needs some special care with non-opaque surfaces.
             * Other blend modes or opaque surfaces can be blitted directly.
             */
            if (blendmode != SDL_BLENDMODE_NONE || isOpaque) {
                if (applyModulation == SDL_FALSE) {
                    /* If the modulation wasn't already applied, make it happen now. */
                    SDL_SetSurfaceAlphaMod(src_rotated, alphaMod);
                    SDL_SetSurfaceColorMod(src_rotated, rMod, gMod, bMod);
                }
                retval = SDL_BlitSurface(src_rotated, NULL, surface, &tmp_rect);
            } else {
                /* The NONE blend mode requires three steps to get the pixels onto the destination surface.
                 * First, the area where the rotated pixels will be blitted to get set to zero.
                 * This is accomplished by simply blitting a mask with the NONE blend mode.
                 * The colorkey set by the rotate function will discard the correct pixels.
                 */
                SDL_Rect mask_rect = tmp_rect;
                SDL_SetSurfaceBlendMode(mask_rotated, SDL_BLENDMODE_NONE);
                retval = SDL_BlitSurface(mask_rotated, NULL, surface, &mask_rect);
                if (!retval) {
                    /* The next step copies the alpha value. This is done with the BLEND blend mode and
                     * by modulating the source colors with 0. Since the destination is all zeros, this
                     * will effectively set the destination alpha to the source alpha.
                     */
                    SDL_SetSurfaceColorMod(src_rotated, 0, 0, 0);
                    mask_rect = tmp_rect;
                    retval = SDL_BlitSurface(src_rotated, NULL, surface, &mask_rect);
                    if (!retval) {
                        /* The last step gets the color values in place. The ADD blend mode simply adds them to
                         * the destination (where the color values are all zero). However, because the ADD blend
                         * mode modulates the colors with the alpha channel, a surface without an alpha mask needs
                         * to be created. This makes all source pixels opaque and the colors get copied correctly.
                         */
                        SDL_Surface *src_rotated_rgb;
                        src_rotated_rgb = SDL_CreateRGBSurfaceFrom(src_rotated->pixels, src_rotated->w, src_rotated->h,
                                                                   src_rotated->format->BitsPerPixel, src_rotated->pitch,
                                                                   src_rotated->format->Rmask, src_rotated->format->Gmask,
                                                                   src_rotated->format->Bmask, 0);
                        if (src_rotated_rgb == NULL) {
                            retval = -1;
                        } else {
                            SDL_SetSurfaceBlendMode(src_rotated_rgb, SDL_BLENDMODE_ADD);
                            retval = SDL_BlitSurface(src_rotated_rgb, NULL, surface, &tmp_rect);
                            SDL_FreeSurface(src_rotated_rgb);
                        }
                    }
                }
                SDL_FreeSurface(mask_rotated);
            }
            if (src_rotated != NULL) {
                SDL_FreeSurface(src_rotated);
            }
        }
    }

    if (SDL_MUSTLOCK(src)) {
        SDL_UnlockSurface(src);
    }
    if (mask != NULL) {
        SDL_FreeSurface(mask);
    }
    if (src_clone != NULL) {
        SDL_FreeSurface(src_clone);
    }
    return retval;
}