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We operate on a framebuffer (push/pull rect), and then copy it all to the screen at once. This avoids reading back from video memory. All in all, it goes *much* faster this way. Change-Id: I472d35988fde876906a9be71e0666b2c238114b3
68 lines
1.5 KiB
C++
68 lines
1.5 KiB
C++
#include "display.h"
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#include <kandinsky.h>
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extern "C" {
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#include <SDL/SDL.h>
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#include <assert.h>
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#include <stdlib.h>
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#include <emscripten.h>
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}
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SDL_Surface * screen = nullptr;
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static KDColor sPixels[Ion::Display::Width*Ion::Display::Height];
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static KDFrameBuffer sFrameBuffer = KDFrameBuffer(sPixels, KDSize(Ion::Display::Width, Ion::Display::Height));
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namespace Ion {
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namespace Display {
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void pushRect(KDRect r, const KDColor * pixels) {
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sFrameBuffer.pushRect(r, pixels);
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}
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void pushRectUniform(KDRect r, KDColor c) {
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sFrameBuffer.pushRectUniform(r, c);
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}
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void pullRect(KDRect r, KDColor * pixels) {
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sFrameBuffer.pullRect(r, pixels);
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}
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void waitForVBlank() {
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}
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}
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}
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namespace Ion {
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namespace Display {
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namespace Emscripten {
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void init() {
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SDL_Init(SDL_INIT_VIDEO);
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screen = SDL_SetVideoMode(Ion::Display::Width, Ion::Display::Height, 32, SDL_SWSURFACE);
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EM_ASM("SDL.defaults.copyOnLock = false; SDL.defaults.discardOnLock = true; SDL.defaults.opaqueFrontBuffer = false;");
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}
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void refresh() {
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// Simply push the whole buffer to the surface
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if (SDL_MUSTLOCK(screen)) {
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SDL_LockSurface(screen);
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}
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int pixelNumber = 0;
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for (int j=0; j<Ion::Display::Height; j++) {
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for (int i=0; i<Ion::Display::Width; i++) {
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KDColor c = sPixels[pixelNumber++];
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*((Uint32*)screen->pixels + j * Ion::Display::Width + i) = SDL_MapRGB(screen->format, c.red(), c.green(), c.blue());
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}
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}
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if (SDL_MUSTLOCK(screen)) {
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SDL_UnlockSurface(screen);
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}
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SDL_UpdateRect(screen, 0, 0, Ion::Display::Width, Ion::Display::Height);
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}
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}
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}
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}
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