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examples/renderer/19-affine-textures: Whole source file was indented one space.

Ryan C. Gordon 3 недель назад
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Сommit
3915451058
1 измененных файлов с 140 добавлено и 139 удалено
  1. 140 139
      examples/renderer/19-affine-textures/affine-textures.c

+ 140 - 139
examples/renderer/19-affine-textures/affine-textures.c

@@ -1,142 +1,143 @@
 /* affine-textures.c ... */
 
 /*
- * This example creates an SDL window and renderer, and then draws a cube
- * using affine-transformed textures every frame.
- *
- * 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 *bmp_path = NULL;
- 
-     SDL_SetAppMetadata("Example Renderer Affine Textures", "1.0", "com.example.renderer-affine-textures");
- 
-     if (!SDL_Init(SDL_INIT_VIDEO)) {
-         SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
-         return SDL_APP_FAILURE;
-     }
- 
-     if (!SDL_CreateWindowAndRenderer("examples/renderer/affine-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
-         SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
-         return SDL_APP_FAILURE;
-     }
- 
-     /* 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 .bmp into a surface, move it to a texture from there. */
-     SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath());  /* allocate a string of the full file path */
-     surface = SDL_LoadBMP(bmp_path);
-     if (!surface) {
-         SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
-         return SDL_APP_FAILURE;
-     }
- 
-     SDL_free(bmp_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) {
-     const float x0 = 0.5f * WINDOW_WIDTH;
-     const float y0 = 0.5f * WINDOW_HEIGHT;
-     const float px = SDL_min(WINDOW_WIDTH, WINDOW_HEIGHT) / SDL_sqrtf(3.0f);
- 
-     const Uint64 now = SDL_GetTicks();
-     const float rad = (((float) ((int) (now % 4000))) / 4000.0f) * SDL_PI_F * 2;
-     const float cos = SDL_cosf(rad);
-     const float sin = SDL_sinf(rad);
-     const float k[3] = { 3.0f / SDL_sqrtf(50.0f), 4.0f / SDL_sqrtf(50.0f), 5.0f / SDL_sqrtf(50.0f)};
-     float mat[9] = { 
-          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], 
-          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], 
-         -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],
-     };
- 
-     float corners[16];
-     for (int i = 0; i < 8; i++) {
-         const float x = (i & 1) ? 0.5f : -0.5f;
-         const float y = (i & 2) ? 0.5f : -0.5f;
-         const float z = (i & 4) ? 0.5f : -0.5f;
-         corners[0 + 2*i] = mat[0]*x + mat[1]*y + mat[2]*z;
-         corners[1 + 2*i] = mat[3]*x + mat[4]*y + mat[5]*z;
-     }
- 
-     SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
-     SDL_RenderClear(renderer);
- 
-     for (int i = 1; i < 7; i++) {
-         const int dir = 3 & ((i & 4) ? ~i : i);
-         const int odd = (i & 1) ^ ((i & 2) >> 1) ^ ((i & 4) >> 2);
-         if (0 < (odd ? 1.0f : -1.0f) * mat[5 + dir]) continue;
-         int origin_index = (1 << ((dir - 1) % 3));
-         int right_index = (1 << ((dir + odd) % 3)) | origin_index;
-         int down_index = (1 << ((dir + (odd^1)) % 3)) | origin_index;
-         if (!odd) {
-             origin_index ^= 7;
-             right_index ^= 7;
-             down_index ^= 7;
-         }
-         SDL_FPoint origin, right, down;
-         origin.x = x0 + px*corners[0 + 2*origin_index];
-         origin.y = y0 + px*corners[1 + 2*origin_index];
-         right.x  = x0 + px*corners[0 + 2*right_index];
-         right.y  = y0 + px*corners[1 + 2*right_index];
-         down.x   = x0 + px*corners[0 + 2*down_index];
-         down.y   = y0 + px*corners[1 + 2*down_index];
-         SDL_RenderTextureAffine(renderer, texture, NULL, &origin, &right, &down);
-     }
- 
-     SDL_RenderPresent(renderer);
- 
-     return SDL_APP_CONTINUE;
- }
- 
- /* 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. */
- }
- 
+* This example creates an SDL window and renderer, and then draws a cube
+* using affine-transformed textures every frame.
+*
+* 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 *bmp_path = NULL;
+
+    SDL_SetAppMetadata("Example Renderer Affine Textures", "1.0", "com.example.renderer-affine-textures");
+
+    if (!SDL_Init(SDL_INIT_VIDEO)) {
+        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
+        return SDL_APP_FAILURE;
+    }
+
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/affine-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
+        return SDL_APP_FAILURE;
+    }
+
+    /* 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 .bmp into a surface, move it to a texture from there. */
+    SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath());  /* allocate a string of the full file path */
+    surface = SDL_LoadBMP(bmp_path);
+    if (!surface) {
+        SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
+        return SDL_APP_FAILURE;
+    }
+
+    SDL_free(bmp_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)
+{
+    const float x0 = 0.5f * WINDOW_WIDTH;
+    const float y0 = 0.5f * WINDOW_HEIGHT;
+    const float px = SDL_min(WINDOW_WIDTH, WINDOW_HEIGHT) / SDL_sqrtf(3.0f);
+
+    const Uint64 now = SDL_GetTicks();
+    const float rad = (((float) ((int) (now % 4000))) / 4000.0f) * SDL_PI_F * 2;
+    const float cos = SDL_cosf(rad);
+    const float sin = SDL_sinf(rad);
+    const float k[3] = { 3.0f / SDL_sqrtf(50.0f), 4.0f / SDL_sqrtf(50.0f), 5.0f / SDL_sqrtf(50.0f)};
+    float mat[9] = { 
+         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], 
+         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], 
+        -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],
+    };
+
+    float corners[16];
+    for (int i = 0; i < 8; i++) {
+        const float x = (i & 1) ? 0.5f : -0.5f;
+        const float y = (i & 2) ? 0.5f : -0.5f;
+        const float z = (i & 4) ? 0.5f : -0.5f;
+        corners[0 + 2*i] = mat[0]*x + mat[1]*y + mat[2]*z;
+        corners[1 + 2*i] = mat[3]*x + mat[4]*y + mat[5]*z;
+    }
+
+    SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
+    SDL_RenderClear(renderer);
+
+    for (int i = 1; i < 7; i++) {
+        const int dir = 3 & ((i & 4) ? ~i : i);
+        const int odd = (i & 1) ^ ((i & 2) >> 1) ^ ((i & 4) >> 2);
+        if (0 < (odd ? 1.0f : -1.0f) * mat[5 + dir]) continue;
+        int origin_index = (1 << ((dir - 1) % 3));
+        int right_index = (1 << ((dir + odd) % 3)) | origin_index;
+        int down_index = (1 << ((dir + (odd^1)) % 3)) | origin_index;
+        if (!odd) {
+            origin_index ^= 7;
+            right_index ^= 7;
+            down_index ^= 7;
+        }
+        SDL_FPoint origin, right, down;
+        origin.x = x0 + px*corners[0 + 2*origin_index];
+        origin.y = y0 + px*corners[1 + 2*origin_index];
+        right.x  = x0 + px*corners[0 + 2*right_index];
+        right.y  = y0 + px*corners[1 + 2*right_index];
+        down.x   = x0 + px*corners[0 + 2*down_index];
+        down.y   = y0 + px*corners[1 + 2*down_index];
+        SDL_RenderTextureAffine(renderer, texture, NULL, &origin, &right, &down);
+    }
+
+    SDL_RenderPresent(renderer);
+
+    return SDL_APP_CONTINUE;
+}
+
+/* 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. */
+}
+