Improve performance of `ren_draw_rect` (#935)
We color a 1x1 `SDL_Surface` with the desired color. This surface is then stretched over the area we need to cover using `SDL_BlitScaled`. This way we avoid having to do the blending ourselves.
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@ -18,6 +18,9 @@
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static RenWindow window_renderer = {0};
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static FT_Library library;
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// draw_rect_surface is used as a 1x1 surface to simplify ren_draw_rect with blending
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static SDL_Surface *draw_rect_surface;
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static void* check_alloc(void *ptr) {
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if (!ptr) {
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fprintf(stderr, "Fatal error: memory allocation failed\n");
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@ -370,31 +373,21 @@ void ren_draw_rect(RenRect rect, RenColor color) {
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y2 = y2 > clip.y + clip.height ? clip.y + clip.height : y2;
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SDL_Surface *surface = renwin_get_surface(&window_renderer);
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uint32_t *d = surface->pixels;
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d += x1 + y1 * surface->w;
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int dr = surface->w - (x2 - x1);
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SDL_Rect dest_rect = { x1, y1, x2 - x1, y2 - y1 };
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if (color.a == 0xff) {
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uint32_t translated = SDL_MapRGB(surface->format, color.r, color.g, color.b);
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SDL_Rect rect = { x1, y1, x2 - x1, y2 - y1 };
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SDL_FillRect(surface, &rect, translated);
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SDL_FillRect(surface, &dest_rect, translated);
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} else {
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RenColor current_color;
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RenColor blended_color;
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for (int j = y1; j < y2; j++) {
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for (int i = x1; i < x2; i++, d++)
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{
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SDL_GetRGB(*d, surface->format, ¤t_color.r, ¤t_color.g, ¤t_color.b);
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blended_color = blend_pixel(current_color, color);
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*d = SDL_MapRGB(surface->format, blended_color.r, blended_color.g, blended_color.b);
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}
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d += dr;
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}
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uint32_t *pixel = (uint32_t *)draw_rect_surface->pixels;
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*pixel = SDL_MapRGBA(draw_rect_surface->format, color.r, color.g, color.b, color.a);
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SDL_BlitScaled(draw_rect_surface, NULL, surface, &dest_rect);
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}
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}
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/*************** Window Management ****************/
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void ren_free_window_resources() {
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renwin_free(&window_renderer);
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SDL_FreeSurface(draw_rect_surface);
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}
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void ren_init(SDL_Window *win) {
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@ -407,6 +400,8 @@ void ren_init(SDL_Window *win) {
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window_renderer.window = win;
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renwin_init_surface(&window_renderer);
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renwin_clip_to_surface(&window_renderer);
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draw_rect_surface = SDL_CreateRGBSurface(0, 1, 1, 32,
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0xFF000000, 0x00FF0000, 0x0000FF00, 0x000000FF);
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}
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