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@@ -1,142 +1,143 @@
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/* affine-textures.c ... */
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/*
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- * This example creates an SDL window and renderer, and then draws a cube
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- * using affine-transformed textures every frame.
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- *
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- * This code is public domain. Feel free to use it for any purpose!
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- */
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-
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- #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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- #include <SDL3/SDL.h>
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- #include <SDL3/SDL_main.h>
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-
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- /* We will use this renderer to draw into this window every frame. */
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- static SDL_Window *window = NULL;
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- static SDL_Renderer *renderer = NULL;
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- static SDL_Texture *texture = NULL;
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- static int texture_width = 0;
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- static int texture_height = 0;
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-
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- #define WINDOW_WIDTH 640
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- #define WINDOW_HEIGHT 480
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-
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- /* This function runs once at startup. */
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- SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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- {
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- SDL_Surface *surface = NULL;
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- char *bmp_path = NULL;
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-
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- SDL_SetAppMetadata("Example Renderer Affine Textures", "1.0", "com.example.renderer-affine-textures");
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-
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- if (!SDL_Init(SDL_INIT_VIDEO)) {
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- SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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- return SDL_APP_FAILURE;
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- }
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-
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- if (!SDL_CreateWindowAndRenderer("examples/renderer/affine-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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- SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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- return SDL_APP_FAILURE;
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- }
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-
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- /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
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- engines refer to these as "sprites." We'll do a static texture (upload once, draw many
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- times) with data from a bitmap file. */
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-
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- /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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- Load a .bmp into a surface, move it to a texture from there. */
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- SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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- surface = SDL_LoadBMP(bmp_path);
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- if (!surface) {
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- SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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- return SDL_APP_FAILURE;
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- }
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-
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- SDL_free(bmp_path); /* done with this, the file is loaded. */
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-
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- texture_width = surface->w;
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- texture_height = surface->h;
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-
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- texture = SDL_CreateTextureFromSurface(renderer, surface);
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- if (!texture) {
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- SDL_Log("Couldn't create static texture: %s", SDL_GetError());
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- return SDL_APP_FAILURE;
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- }
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-
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- SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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-
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- return SDL_APP_CONTINUE; /* carry on with the program! */
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- }
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-
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- /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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- SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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- {
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- if (event->type == SDL_EVENT_QUIT) {
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- return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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- }
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- return SDL_APP_CONTINUE; /* carry on with the program! */
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- }
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-
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- /* This function runs once per frame, and is the heart of the program. */
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- SDL_AppResult SDL_AppIterate(void *appstate) {
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- const float x0 = 0.5f * WINDOW_WIDTH;
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- const float y0 = 0.5f * WINDOW_HEIGHT;
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- const float px = SDL_min(WINDOW_WIDTH, WINDOW_HEIGHT) / SDL_sqrtf(3.0f);
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-
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- const Uint64 now = SDL_GetTicks();
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- const float rad = (((float) ((int) (now % 4000))) / 4000.0f) * SDL_PI_F * 2;
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- const float cos = SDL_cosf(rad);
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- const float sin = SDL_sinf(rad);
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- const float k[3] = { 3.0f / SDL_sqrtf(50.0f), 4.0f / SDL_sqrtf(50.0f), 5.0f / SDL_sqrtf(50.0f)};
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- float mat[9] = {
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- cos + (1.0f-cos)*k[0]*k[0], -sin*k[2] + (1.0f-cos)*k[0]*k[1], sin*k[1] + (1.0f-cos)*k[0]*k[2],
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- sin*k[2] + (1.0f-cos)*k[0]*k[1], cos + (1.0f-cos)*k[1]*k[1], -sin*k[0] + (1.0f-cos)*k[1]*k[2],
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- -sin*k[1] + (1.0f-cos)*k[0]*k[2], sin*k[0] + (1.0f-cos)*k[1]*k[2], cos + (1.0f-cos)*k[2]*k[2],
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- };
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-
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- float corners[16];
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- for (int i = 0; i < 8; i++) {
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- const float x = (i & 1) ? 0.5f : -0.5f;
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- const float y = (i & 2) ? 0.5f : -0.5f;
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- const float z = (i & 4) ? 0.5f : -0.5f;
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- corners[0 + 2*i] = mat[0]*x + mat[1]*y + mat[2]*z;
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- corners[1 + 2*i] = mat[3]*x + mat[4]*y + mat[5]*z;
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- }
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-
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- SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
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- SDL_RenderClear(renderer);
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-
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- for (int i = 1; i < 7; i++) {
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- const int dir = 3 & ((i & 4) ? ~i : i);
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- const int odd = (i & 1) ^ ((i & 2) >> 1) ^ ((i & 4) >> 2);
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- if (0 < (odd ? 1.0f : -1.0f) * mat[5 + dir]) continue;
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- int origin_index = (1 << ((dir - 1) % 3));
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- int right_index = (1 << ((dir + odd) % 3)) | origin_index;
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- int down_index = (1 << ((dir + (odd^1)) % 3)) | origin_index;
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- if (!odd) {
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- origin_index ^= 7;
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- right_index ^= 7;
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- down_index ^= 7;
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- }
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- SDL_FPoint origin, right, down;
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- origin.x = x0 + px*corners[0 + 2*origin_index];
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- origin.y = y0 + px*corners[1 + 2*origin_index];
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- right.x = x0 + px*corners[0 + 2*right_index];
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- right.y = y0 + px*corners[1 + 2*right_index];
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- down.x = x0 + px*corners[0 + 2*down_index];
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- down.y = y0 + px*corners[1 + 2*down_index];
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- SDL_RenderTextureAffine(renderer, texture, NULL, &origin, &right, &down);
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- }
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-
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- SDL_RenderPresent(renderer);
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-
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- return SDL_APP_CONTINUE;
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- }
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-
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- /* This function runs once at shutdown. */
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- void SDL_AppQuit(void *appstate, SDL_AppResult result)
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- {
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- SDL_DestroyTexture(texture);
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- /* SDL will clean up the window/renderer for us. */
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- }
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-
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+* This example creates an SDL window and renderer, and then draws a cube
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+* using affine-transformed textures every frame.
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+*
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+* This code is public domain. Feel free to use it for any purpose!
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+*/
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+
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+#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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+#include <SDL3/SDL.h>
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+#include <SDL3/SDL_main.h>
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+
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+/* We will use this renderer to draw into this window every frame. */
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+static SDL_Window *window = NULL;
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+static SDL_Renderer *renderer = NULL;
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+static SDL_Texture *texture = NULL;
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+static int texture_width = 0;
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+static int texture_height = 0;
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+
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+#define WINDOW_WIDTH 640
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+#define WINDOW_HEIGHT 480
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+
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+/* This function runs once at startup. */
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+SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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+{
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+ SDL_Surface *surface = NULL;
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+ char *bmp_path = NULL;
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+
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+ SDL_SetAppMetadata("Example Renderer Affine Textures", "1.0", "com.example.renderer-affine-textures");
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+
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+ if (!SDL_Init(SDL_INIT_VIDEO)) {
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+ SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ if (!SDL_CreateWindowAndRenderer("examples/renderer/affine-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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+ SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
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+ engines refer to these as "sprites." We'll do a static texture (upload once, draw many
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+ times) with data from a bitmap file. */
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+
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+ /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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+ Load a .bmp into a surface, move it to a texture from there. */
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+ SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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+ surface = SDL_LoadBMP(bmp_path);
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+ if (!surface) {
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+ SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ SDL_free(bmp_path); /* done with this, the file is loaded. */
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+
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+ texture_width = surface->w;
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+ texture_height = surface->h;
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+
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+ texture = SDL_CreateTextureFromSurface(renderer, surface);
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+ if (!texture) {
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+ SDL_Log("Couldn't create static texture: %s", SDL_GetError());
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+ return SDL_APP_FAILURE;
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+ }
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+
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+ SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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+
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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+SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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+{
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+ if (event->type == SDL_EVENT_QUIT) {
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+ return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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+ }
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+ return SDL_APP_CONTINUE; /* carry on with the program! */
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+}
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+
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+/* This function runs once per frame, and is the heart of the program. */
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+SDL_AppResult SDL_AppIterate(void *appstate)
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+{
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+ const float x0 = 0.5f * WINDOW_WIDTH;
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+ const float y0 = 0.5f * WINDOW_HEIGHT;
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+ const float px = SDL_min(WINDOW_WIDTH, WINDOW_HEIGHT) / SDL_sqrtf(3.0f);
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+
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+ const Uint64 now = SDL_GetTicks();
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+ const float rad = (((float) ((int) (now % 4000))) / 4000.0f) * SDL_PI_F * 2;
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+ const float cos = SDL_cosf(rad);
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+ const float sin = SDL_sinf(rad);
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+ const float k[3] = { 3.0f / SDL_sqrtf(50.0f), 4.0f / SDL_sqrtf(50.0f), 5.0f / SDL_sqrtf(50.0f)};
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+ float mat[9] = {
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+ cos + (1.0f-cos)*k[0]*k[0], -sin*k[2] + (1.0f-cos)*k[0]*k[1], sin*k[1] + (1.0f-cos)*k[0]*k[2],
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+ sin*k[2] + (1.0f-cos)*k[0]*k[1], cos + (1.0f-cos)*k[1]*k[1], -sin*k[0] + (1.0f-cos)*k[1]*k[2],
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+ -sin*k[1] + (1.0f-cos)*k[0]*k[2], sin*k[0] + (1.0f-cos)*k[1]*k[2], cos + (1.0f-cos)*k[2]*k[2],
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+ };
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+
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+ float corners[16];
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+ for (int i = 0; i < 8; i++) {
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+ const float x = (i & 1) ? 0.5f : -0.5f;
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+ const float y = (i & 2) ? 0.5f : -0.5f;
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+ const float z = (i & 4) ? 0.5f : -0.5f;
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+ corners[0 + 2*i] = mat[0]*x + mat[1]*y + mat[2]*z;
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+ corners[1 + 2*i] = mat[3]*x + mat[4]*y + mat[5]*z;
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+ }
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+
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+ SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
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+ SDL_RenderClear(renderer);
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+
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+ for (int i = 1; i < 7; i++) {
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+ const int dir = 3 & ((i & 4) ? ~i : i);
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+ const int odd = (i & 1) ^ ((i & 2) >> 1) ^ ((i & 4) >> 2);
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+ if (0 < (odd ? 1.0f : -1.0f) * mat[5 + dir]) continue;
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+ int origin_index = (1 << ((dir - 1) % 3));
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+ int right_index = (1 << ((dir + odd) % 3)) | origin_index;
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+ int down_index = (1 << ((dir + (odd^1)) % 3)) | origin_index;
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+ if (!odd) {
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+ origin_index ^= 7;
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+ right_index ^= 7;
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+ down_index ^= 7;
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+ }
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+ SDL_FPoint origin, right, down;
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+ origin.x = x0 + px*corners[0 + 2*origin_index];
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+ origin.y = y0 + px*corners[1 + 2*origin_index];
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+ right.x = x0 + px*corners[0 + 2*right_index];
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+ right.y = y0 + px*corners[1 + 2*right_index];
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+ down.x = x0 + px*corners[0 + 2*down_index];
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+ down.y = y0 + px*corners[1 + 2*down_index];
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+ SDL_RenderTextureAffine(renderer, texture, NULL, &origin, &right, &down);
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+ }
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+
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+ SDL_RenderPresent(renderer);
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+
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+ return SDL_APP_CONTINUE;
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+}
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+
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+/* This function runs once at shutdown. */
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+void SDL_AppQuit(void *appstate, SDL_AppResult result)
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+{
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+ SDL_DestroyTexture(texture);
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+ /* SDL will clean up the window/renderer for us. */
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+}
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+
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