archivemuh
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93
archive/dusksdl2/display/renderbackbuffer.c
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93
archive/dusksdl2/display/renderbackbuffer.c
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/**
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* Copyright (c) 2025 Dominic Masters
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*
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* This software is released under the MIT License.
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* https://opensource.org/licenses/MIT
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*/
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#include "renderbackbuffer.h"
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#include "render.h"
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#include "display/spritebatch/spritebatch.h"
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#include "display/camera/camera.h"
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#if RENDER_USE_FRAMEBUFFER
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framebuffer_t RENDER_BACKBUFFER;
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#endif
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errorret_t renderBackBufferInit(void) {
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#if RENDER_USE_FRAMEBUFFER
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frameBufferInit(
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&RENDER_BACKBUFFER,
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RENDER_WIDTH,
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RENDER_HEIGHT
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);
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#else
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// No back buffer needed for window rendering
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#endif
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errorOk();
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}
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void renderBackBufferBind(void) {
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#if RENDER_USE_FRAMEBUFFER
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frameBufferBind(&RENDER_BACKBUFFER);
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#endif
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// Fill background with cornflower blue.
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glClearColor(0.392f, 0.584f, 0.929f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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}
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void renderBackBufferUnbind(void) {
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#if RENDER_USE_FRAMEBUFFER
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frameBufferBind(NULL);
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#endif
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}
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void renderBackBufferDraw(void) {
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#if RENDER_USE_FRAMEBUFFER
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int32_t windowWidth, windowHeight;
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SDL_GetWindowSize(RENDER_WINDOW, &windowWidth, &windowHeight);
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// Set viewport to match window size
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cameraScreenPush();
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Create a quad that is scaled to fit but maintain original aspect ratio
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int32_t renderWidth, renderHeight, renderX, renderY;
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if(RENDER_WIDTH * windowHeight > RENDER_HEIGHT * windowWidth) {
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renderWidth = windowWidth;
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renderHeight = (RENDER_HEIGHT * windowWidth) / RENDER_WIDTH;
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renderX = 0;
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renderY = (windowHeight - renderHeight) / 2;
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} else {
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renderWidth = (RENDER_WIDTH * windowHeight) / RENDER_HEIGHT;
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renderHeight = windowHeight;
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renderX = (windowWidth - renderWidth) / 2;
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renderY = 0;
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}
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// Draw the back buffer texture
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spriteBatchClear();
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spriteBatchPush(
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&RENDER_BACKBUFFER.texture,
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renderX, renderY,
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renderX+renderWidth, renderY+renderHeight,
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0xFF, 0xFF, 0xFF, 0xFF,
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0, 1, 1, 0
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);
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spriteBatchFlush();
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cameraScreenPop();
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#else
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// No back buffer to draw
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#endif
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}
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errorret_t renderBackBufferDispose(void) {
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#if RENDER_USE_FRAMEBUFFER
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frameBufferDispose(&RENDER_BACKBUFFER);
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#endif
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errorOk();
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}
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