- Pixel class generalizes pixel access, reads, writes, and applies

pixel value modifications to textures of any SDL_TEXTUREACCESS_* and
any pixel format
- Color inherits SDL_Color directly instead of emulating it
- added cast operator for converting Box to SDL_Rect
This commit is contained in:
Frank DeMarco 2020-08-22 20:06:06 -04:00
parent 14afcef0ce
commit 8346f43f21
10 changed files with 277 additions and 74 deletions

View File

@ -248,6 +248,11 @@ SDL_Rect Box::get_int_rect() const
return {static_cast<int>(rect.x), static_cast<int>(rect.y), static_cast<int>(rect.w), static_cast<int>(rect.h)};
}
Box::operator SDL_Rect() const
{
return {static_cast<int>(rect.x), static_cast<int>(rect.y), static_cast<int>(rect.w), static_cast<int>(rect.h)};
}
void Box::clear()
{
set_nw(glm::vec2(0, 0));

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@ -14,6 +14,7 @@ struct Segment;
struct Box
{
SDL_FRect rect = {0, 0, 0, 0};
Box(const glm::vec2& = {0, 0}, const glm::vec2& = {0, 0});
@ -61,6 +62,7 @@ struct Box
void set_center(const glm::vec2&);
SDL_FRect* get_rect();
SDL_Rect get_int_rect() const;
operator SDL_Rect() const;
void clear();
void scale(float, bool = false);
void move(const glm::vec2&);

View File

@ -2,37 +2,36 @@
Color::Color() : Color(0, 0, 0, 255) {}
Color::Color(std::uint8_t r, std::uint8_t g, std::uint8_t b, std::uint8_t a) : r(r), g(g), b(b), a(a) {};
Color::Color(const SDL_Color& color) : Color(color.r, color.g, color.b, color.a) {};
void Color::set_rgb_float(const float& rf, const float& gf, const float& bf)
void Color::set_percent(const float& red, const float& green, const float& blue)
{
r = std::round(255.0f * rf);
g = std::round(255.0f * gf);
b = std::round(255.0f * bf);
r = std::round(255.0f * red);
g = std::round(255.0f * green);
b = std::round(255.0f * blue);
}
void Color::set_hsv(const float& h, const float& s, const float& v)
void Color::set_percent(const float& red, const float& green, const float& blue, const float& alpha)
{
float rf, gf, bf;
HSVtoRGB(rf, gf, bf, h, s, v);
set_rgb_float(rf, gf, bf);
a = std::round(255.0f * alpha);
set_percent(red, green, blue);
}
void Color::set_hsv(const float& hue, const float& saturation, const float& value)
{
float red_percent, green_percent, blue_percent;
HSVtoRGB(red_percent, green_percent, blue_percent, hue, saturation, value);
set_percent(red_percent, green_percent, blue_percent);
}
void Color::shift_hue(float offset)
{
float h, s, v;
float rf = r / 255.0f, gf = g / 255.0f, bf = b / 255.0f;
RGBtoHSV(rf, gf, bf, h, s, v);
h = std::fmod(h + offset, 360.0);
HSVtoRGB(rf, gf, bf, h, s, v);
set_rgb_float(rf, gf, bf);
}
SDL_Color Color::get_sdl_color()
{
return {r, g, b, a};
float hue, saturation, value;
float red_percent = r / 255.0f, green_percent = g / 255.0f, blue_percent = b / 255.0f;
RGBtoHSV(red_percent, green_percent, blue_percent, hue, saturation, value);
hue = std::fmod(hue + offset, 360.0);
HSVtoRGB(red_percent, green_percent, blue_percent, hue, saturation, value);
set_percent(red_percent, green_percent, blue_percent);
}
std::ostream& operator<<(std::ostream& out, const Color& color)

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@ -5,21 +5,36 @@
#include <cstdlib>
#include <cmath>
#include <ostream>
#include <type_traits>
#include "SDL_pixels.h"
#include "extension.hpp"
struct Color
struct Color : SDL_Color
{
std::uint8_t r, g, b, a;
Color();
Color(std::uint8_t, std::uint8_t, std::uint8_t, std::uint8_t = 255);
Color(const SDL_Color&);
void set_rgb_float(const float&, const float&, const float&);
void set_percent(const float&, const float&, const float&);
void set_percent(const float&, const float&, const float&, const float&);
void set_hsv(const float&, const float& = 1.0f, const float& = 1.0f);
void shift_hue(float);
SDL_Color get_sdl_color();
template <typename T>
Color(T red, T green, T blue, T alpha = 255)
{
if (std::is_floating_point<T>())
{
red = std::round(red);
green = std::round(green);
blue = std::round(blue);
alpha = std::round(alpha);
}
r = static_cast<int>(red) & 255;
g = static_cast<int>(green) & 255;
b = static_cast<int>(blue) & 255;
a = static_cast<int>(alpha) & 255;
}
};

135
src/Pixels.cpp Normal file
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@ -0,0 +1,135 @@
#include "Pixels.hpp"
Pixels::Pixels(SDL_Renderer* renderer, SDL_Texture* texture) : Pixels(renderer, texture, sfw::get_texture_box(texture)) {}
Pixels::Pixels(SDL_Renderer* renderer, SDL_Texture* texture, const SDL_Rect& rect) : texture(texture), rect(rect)
{
Uint32 format_enum;
int w, h;
SDL_QueryTexture(texture, &format_enum, &texture_access, &w, &h);
format = SDL_AllocFormat(format_enum);
if (texture_access == SDL_TEXTUREACCESS_STATIC || texture_access == SDL_TEXTUREACCESS_TARGET)
{
bool is_duplicate;
SDL_Texture* base;
if (texture_access == SDL_TEXTUREACCESS_STATIC)
{
base = sfw::duplicate_texture(renderer, texture);
is_duplicate = true;
}
else
{
base = texture;
is_duplicate = false;
}
SDL_SetRenderTarget(renderer, base);
int bytes_total = get_bytes_per_row() * rect.h;
source = operator new(bytes_total);
if (SDL_RenderReadPixels(renderer, &rect, format->format, source, format->BytesPerPixel * rect.w) < 0)
{
sfw::print_sdl_error("could not read pixels");
operator delete(source);
}
else
{
allocated = true;
}
if (is_duplicate)
{
SDL_DestroyTexture(base);
}
}
else if (texture_access == SDL_TEXTUREACCESS_STREAMING)
{
int pitch;
if (SDL_LockTexture(texture, &rect, &source, &pitch) < 0)
{
sfw::print_sdl_error("could not lock texture");
}
}
else
{
sfw::print_error("unknown texture format for loading pixels");
}
}
int Pixels::get_bytes_per_row() const
{
return format->BytesPerPixel * rect.w;
}
void* Pixels::operator()(int x, int y)
{
std::uint8_t* access = static_cast<std::uint8_t*>(source);
if (x < 0 || x >= rect.w)
{
x = sfw::mod(x, static_cast<int>(rect.w));
}
if (y < 0 || y >= rect.y)
{
y = sfw::mod(y, static_cast<int>(rect.h));
}
return access + y * get_bytes_per_row() + x * format->BytesPerPixel;
}
Color Pixels::operator()(int x, int y) const
{
std::uint8_t* access = static_cast<std::uint8_t*>(source);
if (x < 0 || x >= rect.w)
{
x = sfw::mod(x, static_cast<int>(rect.w));
}
if (y < 0 || x >= rect.y)
{
y = sfw::mod(y, static_cast<int>(rect.h));
}
Uint32* pixel = reinterpret_cast<Uint32*>(access + y * get_bytes_per_row() + x * format->BytesPerPixel);
Color color;
SDL_GetRGBA(*pixel, const_cast<SDL_PixelFormat*>(format), &color.r, &color.g, &color.b, &color.a);
return color;
}
void Pixels::set(const SDL_Color& color, int x, int y)
{
std::uint32_t pixel = SDL_MapRGBA(const_cast<SDL_PixelFormat*>(format), color.r, color.g, color.b, color.a);
if (format->BytesPerPixel == 1)
{
std::uint8_t* access = reinterpret_cast<std::uint8_t*>((*this)(x, y));
*access = static_cast<std::uint8_t>(pixel);
}
else if (format->BytesPerPixel == 2)
{
std::uint16_t* access = reinterpret_cast<std::uint16_t*>((*this)(x, y));
*access = static_cast<std::uint16_t>(pixel);
}
else
{
std::uint32_t* access = reinterpret_cast<std::uint32_t*>((*this)(x, y));
*access = static_cast<std::uint32_t>(pixel);
}
}
void Pixels::apply()
{
if (texture_access == SDL_TEXTUREACCESS_STATIC || texture_access == SDL_TEXTUREACCESS_TARGET)
{
SDL_UpdateTexture(texture, &rect, source, get_bytes_per_row());
}
else
{
SDL_UnlockTexture(texture);
}
}
Pixels::~Pixels()
{
if (allocated)
{
operator delete(source);
}
if (texture_access == SDL_TEXTUREACCESS_STREAMING)
{
SDL_UnlockTexture(texture);
}
SDL_FreeFormat(format);
}

34
src/Pixels.hpp Normal file
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@ -0,0 +1,34 @@
#ifndef Pixels_h_
#define Pixels_h_
#include "SDL.h"
#include "Box.hpp"
#include "Color.hpp"
#include "extension.hpp"
struct Sprite;
struct Pixels
{
void* source = nullptr;
SDL_PixelFormat* format = nullptr;
SDL_Texture* texture;
int texture_access = 0;
SDL_Rect rect;
bool allocated = false;
Pixels(SDL_Renderer*, SDL_Texture* texture);
Pixels(SDL_Renderer*, SDL_Texture* texture, const SDL_Rect&);
Pixels(Sprite&);
Pixels(Sprite&, const SDL_Rect&);
int get_bytes_per_row() const;
void* operator()(int x, int y);
Color operator()(int x, int y) const;
void set(const SDL_Color&, int x, int y);
void apply();
~Pixels();
};
#endif

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@ -797,3 +797,6 @@ void Frameset::reverse()
{
reversed = !reversed;
}
Pixels::Pixels(Sprite& sprite) : Pixels(sprite.get_renderer(), sprite.get_current_frame()) {}
Pixels::Pixels(Sprite& sprite, const SDL_Rect& rect) : Pixels(sprite.get_renderer(), sprite.get_current_frame(), rect) {}

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@ -156,6 +156,7 @@ struct Frameset
};
#include "Pixels.hpp"
#include "Game.hpp"
#endif

View File

@ -201,48 +201,56 @@ SDL_Texture* sfw::get_hue_shifted_texture(SDL_Renderer* renderer, SDL_Texture* b
SDL_Texture* hue_shifted_texture = sfw::duplicate_texture(renderer, base);
Uint32 pixel_format;
int w, h;
SDL_QueryTexture(hue_shifted_texture, &pixel_format, NULL, &w, &h);
SDL_PixelFormat* pixel_format_struct = SDL_AllocFormat(pixel_format);
SDL_SetRenderTarget(renderer, hue_shifted_texture);
int bytes_per_pixel = SDL_BYTESPERPIXEL(pixel_format);
int bytes_per_row = bytes_per_pixel * w;
int bytes_total = bytes_per_row * h;
int length = bytes_total / 4 + (bytes_total % 4 ? 1 : 0);
Uint32* pixels = new Uint32[length];
if (SDL_RenderReadPixels(renderer, NULL, pixel_format, pixels, bytes_per_row) < 0)
if (SDL_QueryTexture(hue_shifted_texture, &pixel_format, nullptr, &w, &h) < 0)
{
print_sdl_error("Could not read pixels");
print_sdl_error("could not query texture");
}
else
{
Color rgba;
for (int ii = 0; ii < length; ii++)
SDL_PixelFormat* pixel_format_struct = SDL_AllocFormat(pixel_format);
SDL_SetRenderTarget(renderer, hue_shifted_texture);
int bytes_per_pixel = SDL_BYTESPERPIXEL(pixel_format);
int bytes_per_row = bytes_per_pixel * w;
int bytes_total = bytes_per_row * h;
int length = bytes_total / 4 + (bytes_total % 4 ? 1 : 0);
Uint32* pixels = new Uint32[length];
if (SDL_RenderReadPixels(renderer, NULL, pixel_format, pixels, bytes_per_row) < 0)
{
SDL_GetRGBA(pixels[ii], const_cast<const SDL_PixelFormat*>(pixel_format_struct),
&rgba.r, &rgba.g, &rgba.b, &rgba.a);
rgba.shift_hue(offset);
pixels[ii] = SDL_MapRGBA(const_cast<const SDL_PixelFormat*>(pixel_format_struct), rgba.r, rgba.g, rgba.b, rgba.a);
print_sdl_error("Could not read pixels");
}
if (SDL_UpdateTexture(hue_shifted_texture, NULL, pixels, bytes_per_row) < 0)
else
{
print_sdl_error("Could not apply hue shifted pixels update to texture");
Color rgba;
for (int ii = 0; ii < length; ii++)
{
SDL_GetRGBA(pixels[ii], const_cast<const SDL_PixelFormat*>(pixel_format_struct),
&rgba.r, &rgba.g, &rgba.b, &rgba.a);
rgba.shift_hue(offset);
pixels[ii] = SDL_MapRGBA(const_cast<const SDL_PixelFormat*>(pixel_format_struct), rgba.r, rgba.g, rgba.b, rgba.a);
}
if (SDL_UpdateTexture(hue_shifted_texture, NULL, pixels, bytes_per_row) < 0)
{
print_sdl_error("Could not apply hue shifted pixels update to texture");
}
}
delete[] pixels;
SDL_FreeFormat(pixel_format_struct);
}
delete[] pixels;
SDL_FreeFormat(pixel_format_struct);
return hue_shifted_texture;
}
SDL_Texture* sfw::duplicate_texture(SDL_Renderer* renderer, SDL_Texture* base, Uint32 format)
SDL_Texture* sfw::duplicate_texture(SDL_Renderer* renderer, SDL_Texture* base)
{
Box box = get_texture_box(base);
return duplicate_texture(renderer, base, box.get_size(), format);
return duplicate_texture(renderer, base, box.get_size());
}
SDL_Texture* sfw::duplicate_texture(SDL_Renderer* renderer, SDL_Texture* base, const glm::vec2& size, Uint32 format)
SDL_Texture* sfw::duplicate_texture(SDL_Renderer* renderer, SDL_Texture* base, const glm::vec2& size)
{
SDL_BlendMode original_blend_mode;
SDL_GetTextureBlendMode(base, &original_blend_mode);
Uint32 format;
SDL_QueryTexture(base, &format, nullptr, nullptr, nullptr);
SDL_Texture* duplicate = SDL_CreateTexture(renderer, format, SDL_TEXTUREACCESS_TARGET, size.x, size.y);
if (duplicate == NULL)
{
@ -256,10 +264,10 @@ SDL_Texture* sfw::duplicate_texture(SDL_Renderer* renderer, SDL_Texture* base, c
}
SDL_SetTextureBlendMode(base, SDL_BLENDMODE_NONE);
SDL_SetTextureBlendMode(duplicate, SDL_BLENDMODE_BLEND);
if ((SDL_RenderCopyF(renderer, base, NULL, NULL)) < 0)
if ((SDL_RenderCopyF(renderer, base, nullptr, nullptr)) < 0)
{
print_sdl_error("could not render base onto duplicate");
return NULL;
return nullptr;
}
SDL_SetTextureBlendMode(base, original_blend_mode);
SDL_SetTextureBlendMode(duplicate, original_blend_mode);
@ -267,27 +275,29 @@ SDL_Texture* sfw::duplicate_texture(SDL_Renderer* renderer, SDL_Texture* base, c
}
SDL_Texture* sfw::get_remapped_texture(
SDL_Renderer* renderer, SDL_Texture* base, const std::map<SDL_Color, SDL_Color>& map, Uint32 format)
SDL_Renderer* renderer, SDL_Texture* base, const std::map<SDL_Color, SDL_Color>& map)
{
SDL_Texture* remapped = duplicate_texture(renderer, base, format);
if (remapped == NULL)
SDL_Texture* remapped = duplicate_texture(renderer, base);
if (remapped == nullptr)
{
print_sdl_error("could not duplicate base texture");
return NULL;
return nullptr;
}
if ((SDL_SetRenderTarget(renderer, remapped)) < 0)
{
print_sdl_error("could not set render target to remapped texture");
return NULL;
return nullptr;
}
Box box = get_texture_box(remapped);
std::uint32_t format;
SDL_QueryTexture(remapped, &format, nullptr, nullptr, nullptr);
int bytes_per_pixel = SDL_BYTESPERPIXEL(format);
int bytes_total = bytes_per_pixel * box.get_w() * box.get_h();
unsigned char* pixels = new unsigned char[bytes_total];
if ((SDL_RenderReadPixels(renderer, NULL, format, pixels, bytes_total / box.get_h())) < 0)
if ((SDL_RenderReadPixels(renderer, nullptr, format, pixels, bytes_total / box.get_h())) < 0)
{
print_sdl_error("could not read pixels after setting remapped texture as target");
return NULL;
return nullptr;
}
SDL_Color color;
for (int ii = 0; ii < bytes_total; ii += bytes_per_pixel)
@ -312,7 +322,7 @@ SDL_Texture* sfw::get_remapped_texture(
}
}
}
if (SDL_UpdateTexture(remapped, NULL, pixels, bytes_total / box.get_h()) < 0)
if (SDL_UpdateTexture(remapped, nullptr, pixels, bytes_total / box.get_h()) < 0)
{
print_sdl_error("could not update remapped texture");
}
@ -321,19 +331,19 @@ SDL_Texture* sfw::get_remapped_texture(
}
SDL_Texture* sfw::get_remapped_texture(
SDL_Renderer* renderer, const std::string& path, const std::map<SDL_Color, SDL_Color>& map, Uint32 format)
SDL_Renderer* renderer, const std::string& path, const std::map<SDL_Color, SDL_Color>& map)
{
SDL_Texture* base = IMG_LoadTexture(renderer, path.c_str());
if (base == NULL)
if (base == nullptr)
{
print_sdl_error("error loading file");
return NULL;
return nullptr;
}
SDL_Texture* remapped = get_remapped_texture(renderer, base, map, format);
if (remapped == NULL)
SDL_Texture* remapped = get_remapped_texture(renderer, base, map);
if (remapped == nullptr)
{
print_error("could not remap texture");
return NULL;
return nullptr;
}
SDL_DestroyTexture(base);
return remapped;

View File

@ -39,6 +39,8 @@ namespace sfw
Box get_texture_box(SDL_Texture*);
void populate_pixel_2d_array(SDL_Renderer*, SDL_Texture*, std::vector<std::vector<SDL_Color>>&);
void populate_pixel_2d_array(SDL_Renderer*, SDL_Texture*, std::vector<std::vector<SDL_Color>>&, const Box&);
void apply_array_to_texture(SDL_Renderer*, SDL_Texture*, std::vector<std::vector<SDL_Color>>&);
void apply_array_to_texture(SDL_Renderer*, SDL_Texture*, std::vector<std::vector<SDL_Color>>&, const Box&);
std::vector<SDL_Texture*> get_halo_frames(
Node&, float, int, const std::vector<SDL_Color>& = {{0, 0, 0, 255}, {255, 255, 255, 255}}, float = 4.0f, bool = true);
std::vector<SDL_Texture*> get_portal_frames(SDL_Renderer*, glm::vec2, float = 60, float = 30, int = 4, int = 6);
@ -47,13 +49,10 @@ namespace sfw
SDL_Texture* get_filled_texture(SDL_Renderer*, glm::vec2, const SDL_Color&, Uint32 = SDL_PIXELFORMAT_RGBA32);
SDL_Texture* get_filled_texture(SDL_Renderer*, glm::vec2, SDL_Texture*, Uint32 = SDL_PIXELFORMAT_RGBA32);
SDL_Texture* get_hue_shifted_texture(SDL_Renderer*, SDL_Texture*, float);
SDL_Texture* duplicate_texture(SDL_Renderer*, SDL_Texture*, Uint32 = SDL_PIXELFORMAT_RGBA32);
SDL_Texture* duplicate_texture(SDL_Renderer*, SDL_Texture*, const glm::vec2&, Uint32 = SDL_PIXELFORMAT_RGBA32);
SDL_Texture* get_remapped_texture(
SDL_Renderer*, SDL_Texture*, const std::map<SDL_Color, SDL_Color>&, Uint32 = SDL_PIXELFORMAT_RGBA32);
SDL_Texture* get_remapped_texture(
SDL_Renderer*, const std::string&, const std::map<SDL_Color, SDL_Color>&,
Uint32 = SDL_PIXELFORMAT_RGBA32);
SDL_Texture* duplicate_texture(SDL_Renderer*, SDL_Texture*);
SDL_Texture* duplicate_texture(SDL_Renderer*, SDL_Texture*, const glm::vec2&);
SDL_Texture* get_remapped_texture(SDL_Renderer*, SDL_Texture*, const std::map<SDL_Color, SDL_Color>&);
SDL_Texture* get_remapped_texture(SDL_Renderer*, const std::string&, const std::map<SDL_Color, SDL_Color>&);
SDL_Texture* get_pixel_scaled_texture(SDL_Renderer*, SDL_Texture*, int = 1, int = scaler::scale2x);
std::vector<fs::path> glob(fs::path);
fs::path get_next_file_name(
@ -80,7 +79,7 @@ namespace sfw
}
template<typename N>
float mod(N a, N b)
inline float mod(N a, N b)
{
return (b + (a % b)) % b;
}