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+/*
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+ * This example creates an SDL window and renderer, and then draws some
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+ * textures to it every frame, adjusting their color.
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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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+ if (!SDL_Init(SDL_INIT_VIDEO)) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
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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/color-mods", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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+ SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
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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_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load bitmap!", SDL_GetError(), NULL);
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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_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create static texture!", SDL_GetError(), NULL);
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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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+ SDL_FRect dst_rect;
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+ const double now = ((double)SDL_GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */
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+ /* choose the modulation values for the center texture. The sine wave trick makes it fade between colors smoothly. */
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+ const float red = (float) (0.5 + 0.5 * SDL_sin(now));
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+ const float green = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3));
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+ const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3));
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+
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+ /* as you can see from this, rendering draws over whatever was drawn before it. */
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+ SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
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+ SDL_RenderClear(renderer); /* start with a blank canvas. */
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+
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+ /* Just draw the static texture a few times. You can think of it like a
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+ stamp, there isn't a limit to the number of times you can draw with it. */
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+
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+ /* Color modulation multiplies each pixel's red, green, and blue intensities by the mod values,
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+ so multiplying by 1.0f will leave a color intensity alone, 0.0f will shut off that color
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+ completely, etc. */
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+
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+ /* top left; let's make this one blue! */
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+ dst_rect.x = 0.0f;
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+ dst_rect.y = 0.0f;
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+ dst_rect.w = (float) texture_width;
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+ dst_rect.h = (float) texture_height;
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+ SDL_SetTextureColorModFloat(texture, 0.0f, 0.0f, 1.0f); /* kill all red and green. */
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+ SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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+
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+ /* center this one, and have it cycle through red/green/blue modulations. */
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+ dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
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+ dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
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+ dst_rect.w = (float) texture_width;
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+ dst_rect.h = (float) texture_height;
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+ SDL_SetTextureColorModFloat(texture, red, green, blue);
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+ SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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+
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+ /* bottom right; let's make this one red! */
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+ dst_rect.x = (float) (WINDOW_WIDTH - texture_width);
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+ dst_rect.y = (float) (WINDOW_HEIGHT - texture_height);
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+ dst_rect.w = (float) texture_width;
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+ dst_rect.h = (float) texture_height;
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+ SDL_SetTextureColorModFloat(texture, 1.0f, 0.0f, 0.0f); /* kill all green and blue. */
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+ SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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+
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+ SDL_RenderPresent(renderer); /* put it all on the screen! */
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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 at shutdown. */
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+void SDL_AppQuit(void *appstate)
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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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