Squashed 'external/SDL/' content from commit 716c767b7
git-subtree-dir: external/SDL git-subtree-split: 716c767b7e7099fb0e2fda9db59227a7e1d1d8a4
This commit is contained in:
@@ -0,0 +1,3 @@
|
||||
This example creates an SDL window and renderer, loads a texture from a
|
||||
.png file, and then draws it a few times each frame, adjusting the colors.
|
||||
|
||||
@@ -0,0 +1,135 @@
|
||||
/*
|
||||
* This example creates an SDL window and renderer, and then draws some
|
||||
* textures to it every frame, adjusting their color.
|
||||
*
|
||||
* This code is public domain. Feel free to use it for any purpose!
|
||||
*/
|
||||
|
||||
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
|
||||
#include <SDL3/SDL.h>
|
||||
#include <SDL3/SDL_main.h>
|
||||
|
||||
/* We will use this renderer to draw into this window every frame. */
|
||||
static SDL_Window *window = NULL;
|
||||
static SDL_Renderer *renderer = NULL;
|
||||
static SDL_Texture *texture = NULL;
|
||||
static int texture_width = 0;
|
||||
static int texture_height = 0;
|
||||
|
||||
#define WINDOW_WIDTH 640
|
||||
#define WINDOW_HEIGHT 480
|
||||
|
||||
/* This function runs once at startup. */
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_Surface *surface = NULL;
|
||||
char *png_path = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Renderer Color Mods", "1.0", "com.example.renderer-color-mods");
|
||||
|
||||
if (!SDL_Init(SDL_INIT_VIDEO)) {
|
||||
SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/color-mods", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
|
||||
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
|
||||
|
||||
/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
|
||||
engines refer to these as "sprites." We'll do a static texture (upload once, draw many
|
||||
times) with data from a bitmap file. */
|
||||
|
||||
/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
|
||||
Load a .png into a surface, move it to a texture from there. */
|
||||
SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
|
||||
surface = SDL_LoadPNG(png_path);
|
||||
if (!surface) {
|
||||
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture_width = surface->w;
|
||||
texture_height = surface->h;
|
||||
|
||||
texture = SDL_CreateTextureFromSurface(renderer, surface);
|
||||
if (!texture) {
|
||||
SDL_Log("Couldn't create static texture: %s", SDL_GetError());
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
|
||||
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
|
||||
{
|
||||
if (event->type == SDL_EVENT_QUIT) {
|
||||
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
|
||||
}
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs once per frame, and is the heart of the program. */
|
||||
SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
{
|
||||
SDL_FRect dst_rect;
|
||||
const double now = ((double)SDL_GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */
|
||||
/* choose the modulation values for the center texture. The sine wave trick makes it fade between colors smoothly. */
|
||||
const float red = (float) (0.5 + 0.5 * SDL_sin(now));
|
||||
const float green = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3));
|
||||
const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3));
|
||||
|
||||
/* as you can see from this, rendering draws over whatever was drawn before it. */
|
||||
SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */
|
||||
SDL_RenderClear(renderer); /* start with a blank canvas. */
|
||||
|
||||
/* Just draw the static texture a few times. You can think of it like a
|
||||
stamp, there isn't a limit to the number of times you can draw with it. */
|
||||
|
||||
/* Color modulation multiplies each pixel's red, green, and blue intensities by the mod values,
|
||||
so multiplying by 1.0f will leave a color intensity alone, 0.0f will shut off that color
|
||||
completely, etc. */
|
||||
|
||||
/* top left; let's make this one blue! */
|
||||
dst_rect.x = 0.0f;
|
||||
dst_rect.y = 0.0f;
|
||||
dst_rect.w = (float) texture_width;
|
||||
dst_rect.h = (float) texture_height;
|
||||
SDL_SetTextureColorModFloat(texture, 0.0f, 0.0f, 1.0f); /* kill all red and green. */
|
||||
SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
|
||||
|
||||
/* center this one, and have it cycle through red/green/blue modulations. */
|
||||
dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
|
||||
dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
|
||||
dst_rect.w = (float) texture_width;
|
||||
dst_rect.h = (float) texture_height;
|
||||
SDL_SetTextureColorModFloat(texture, red, green, blue);
|
||||
SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
|
||||
|
||||
/* bottom right; let's make this one red! */
|
||||
dst_rect.x = (float) (WINDOW_WIDTH - texture_width);
|
||||
dst_rect.y = (float) (WINDOW_HEIGHT - texture_height);
|
||||
dst_rect.w = (float) texture_width;
|
||||
dst_rect.h = (float) texture_height;
|
||||
SDL_SetTextureColorModFloat(texture, 1.0f, 0.0f, 0.0f); /* kill all green and blue. */
|
||||
SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
|
||||
|
||||
SDL_RenderPresent(renderer); /* put it all on the screen! */
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
/* This function runs once at shutdown. */
|
||||
void SDL_AppQuit(void *appstate, SDL_AppResult result)
|
||||
{
|
||||
SDL_DestroyTexture(texture);
|
||||
/* SDL will clean up the window/renderer for us. */
|
||||
}
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 272 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 120 KiB |
Reference in New Issue
Block a user