#include #include #include #include #include #include #include #include #include #include typedef struct IsoBackend { Gfx* gfx; Scene* scene; /// The screen or "iso screen" refers to the colour buffer of the iso graphics /// library. This texture is used to draw the iso screen onto the graphics /// window. Texture* screen_texture; /// Window size. int window_width; int window_height; /// The viewport refers to the area inside the window to which screen_texture /// is drawn. It is a scaled version of the iso screen, scaled while /// respecting the iso screen's aspect ratio to prevent distortion. int viewport_x, viewport_y, viewport_width, viewport_height; double stretch; // Stretch factor from iso screen dimensions to viewport // dimensions. } IsoBackend; IsoBackend* IsoBackendInit(const IsoGfx* iso) { assert(iso); IsoBackend* backend = calloc(1, sizeof(IsoBackend)); if (!backend) { return 0; } if (!(backend->gfx = gfx_init())) { goto cleanup; } GfxCore* gfxcore = gfx_get_core(backend->gfx); int screen_width, screen_height; isogfx_get_screen_size(iso, &screen_width, &screen_height); if (!(backend->screen_texture = gfx_make_texture( gfxcore, &(TextureDesc){ .width = screen_width, .height = screen_height, .dimension = Texture2D, .format = TextureSRGBA8, .filtering = NearestFiltering, .wrap = ClampToEdge, .mipmaps = false}))) { goto cleanup; } ShaderProgram* shader = gfx_make_view_texture_shader(gfxcore); if (!shader) { goto cleanup; } Geometry* geometry = gfx_make_quad_11(gfxcore); if (!geometry) { goto cleanup; } MaterialDesc material_desc = (MaterialDesc){.num_uniforms = 1}; material_desc.uniforms[0] = (ShaderUniform){ .type = UniformTexture, .value.texture = backend->screen_texture, .name = sstring_make("Texture")}; Material* material = gfx_make_material(&material_desc); if (!material) { return false; } const MeshDesc mesh_desc = (MeshDesc){.geometry = geometry, .material = material, .shader = shader}; Mesh* mesh = gfx_make_mesh(&mesh_desc); if (!mesh) { goto cleanup; } SceneObject* object = gfx_make_object(&(ObjectDesc){.num_meshes = 1, .meshes = {mesh}}); if (!object) { goto cleanup; } backend->scene = gfx_make_scene(); SceneNode* node = gfx_make_object_node(object); SceneNode* root = gfx_get_scene_root(backend->scene); gfx_set_node_parent(node, root); return backend; cleanup: if (backend->gfx) { gfx_destroy(&backend->gfx); } free(backend); return 0; } void IsoBackendShutdown(IsoBackend** ppApp) { assert(ppApp); IsoBackend* app = *ppApp; if (!app) { return; } gfx_destroy(&app->gfx); } void IsoBackendResizeWindow( IsoBackend* app, const IsoGfx* iso, int width, int height) { assert(app); assert(iso); app->window_width = width; app->window_height = height; // Virtual screen dimensions. int screen_width, screen_height; isogfx_get_screen_size(iso, &screen_width, &screen_height); // Stretch the virtual screen onto the viewport while respecting the screen's // aspect ratio to prevent distortion. if (width > height) { // Wide screen. app->stretch = (double)height / (double)screen_height; app->viewport_width = (int)((double)screen_width * app->stretch); app->viewport_height = height; app->viewport_x = (width - app->viewport_width) / 2; app->viewport_y = 0; } else { // Tall screen. app->stretch = (double)width / (double)screen_width; app->viewport_width = width; app->viewport_height = (int)((float)screen_height * app->stretch); app->viewport_x = 0; app->viewport_y = (height - app->viewport_height) / 2; } } void IsoBackendRender(const IsoBackend* app, const IsoGfx* iso) { assert(app); assert(iso); const Pixel* screen = isogfx_get_screen_buffer(iso); assert(screen); gfx_update_texture(app->screen_texture, &(TextureDataDesc){.pixels = screen}); GfxCore* gfxcore = gfx_get_core(app->gfx); Renderer* renderer = gfx_get_renderer(app->gfx); // Clear the whole window. gfx_set_viewport(gfxcore, 0, 0, app->window_width, app->window_height); gfx_clear(gfxcore, vec4_make(0, 0, 0, 0)); // Draw to the subregion where the virtual screen can stretch without // distortion. gfx_set_viewport( gfxcore, app->viewport_x, app->viewport_y, app->viewport_width, app->viewport_height); // Render the iso screen. gfx_start_frame(gfxcore); gfx_render_scene( renderer, &(RenderSceneParams){ .mode = RenderDefault, .scene = app->scene, .camera = 0}); gfx_end_frame(gfxcore); } bool IsoBackendGetMousePosition( const IsoBackend* app, double window_x, double window_y, double* x, double* y) { assert(app); // Translate from window coordinates to the subregion where the stretched // iso screen is rendered. const double screen_x = window_x - app->viewport_x; const double screen_y = window_y - app->viewport_y; // Position may be out of bounds. if ((0 <= screen_x) && (screen_x < app->viewport_width) && (0 <= screen_y) && (screen_y < app->viewport_height)) { // Scale back from the stretched subregion to the iso screen dimensions. *x = screen_x / app->stretch; *y = screen_y / app->stretch; return true; } else { *x = -1; *y = -1; return false; } }