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- /*
- Copyright (C) 1997-2025 Sam Lantinga <slouken@libsdl.org>
- This software is provided 'as-is', without any express or implied
- warranty. In no event will the authors be held liable for any damages
- arising from the use of this software.
- Permission is granted to anyone to use this software for any purpose,
- including commercial applications, and to alter it and redistribute it
- freely.
- */
- /* Simple program: Move N sprites around on the screen as fast as possible */
- #define SDL_MAIN_USE_CALLBACKS 1
- #include <SDL3/SDL_test.h>
- #include <SDL3/SDL_test_common.h>
- #include <SDL3/SDL_main.h>
- #include "testutils.h"
- #define NUM_SPRITES 100
- #define MAX_SPEED 1
- static SDLTest_CommonState *state;
- static const char *icon = "icon.bmp";
- static int num_sprites;
- static SDL_Texture **sprites;
- static bool cycle_color;
- static bool cycle_alpha;
- static int cycle_direction = 1;
- static int current_alpha = 0;
- static int current_color = 0;
- static SDL_FRect *positions;
- static SDL_FRect *velocities;
- static float sprite_w, sprite_h;
- static SDL_BlendMode blendMode = SDL_BLENDMODE_BLEND;
- static Uint64 next_fps_check;
- static Uint32 frames;
- static const int fps_check_delay = 5000;
- static int use_rendergeometry = 0;
- static bool suspend_when_occluded;
- /* Number of iterations to move sprites - used for visual tests. */
- /* -1: infinite random moves (default); >=0: enables N deterministic moves */
- static int iterations = -1;
- void SDL_AppQuit(void *appstate, SDL_AppResult result)
- {
- SDL_free(sprites);
- SDL_free(positions);
- SDL_free(velocities);
- SDLTest_CommonQuit(state);
- }
- static int LoadSprite(const char *file)
- {
- int i, w, h;
- for (i = 0; i < state->num_windows; ++i) {
- /* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
- if (sprites[i]) {
- SDL_DestroyTexture(sprites[i]);
- }
- sprites[i] = LoadTexture(state->renderers[i], file, true, &w, &h);
- sprite_w = (float)w;
- sprite_h = (float)h;
- if (!sprites[i]) {
- return -1;
- }
- if (!SDL_SetTextureBlendMode(sprites[i], blendMode)) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s", SDL_GetError());
- SDL_DestroyTexture(sprites[i]);
- return -1;
- }
- }
- /* We're ready to roll. :) */
- return 0;
- }
- static void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
- {
- int i;
- SDL_Rect viewport;
- SDL_FRect temp;
- SDL_FRect *position, *velocity;
- /* Query the sizes */
- SDL_SetRenderViewport(renderer, NULL);
- SDL_GetRenderSafeArea(renderer, &viewport);
- SDL_SetRenderViewport(renderer, &viewport);
- /* Cycle the color and alpha, if desired */
- if (cycle_color) {
- current_color += cycle_direction;
- if (current_color < 0) {
- current_color = 0;
- cycle_direction = -cycle_direction;
- }
- if (current_color > 255) {
- current_color = 255;
- cycle_direction = -cycle_direction;
- }
- SDL_SetTextureColorMod(sprite, 255, (Uint8)current_color,
- (Uint8)current_color);
- }
- if (cycle_alpha) {
- current_alpha += cycle_direction;
- if (current_alpha < 0) {
- current_alpha = 0;
- cycle_direction = -cycle_direction;
- }
- if (current_alpha > 255) {
- current_alpha = 255;
- cycle_direction = -cycle_direction;
- }
- SDL_SetTextureAlphaMod(sprite, (Uint8)current_alpha);
- }
- /* Draw a gray background */
- SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0x00 /* used with --transparent */);
- SDL_RenderClear(renderer);
- /* Test points */
- SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
- SDL_RenderPoint(renderer, 0.0f, 0.0f);
- SDL_RenderPoint(renderer, (float)(viewport.w - 1), 0.0f);
- SDL_RenderPoint(renderer, 0.0f, (float)(viewport.h - 1));
- SDL_RenderPoint(renderer, (float)(viewport.w - 1), (float)(viewport.h - 1));
- /* Test horizontal and vertical lines */
- SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
- SDL_RenderLine(renderer, 1.0f, 0.0f, (float)(viewport.w - 2), 0.0f);
- SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
- SDL_RenderLine(renderer, 1.0f, (float)(viewport.h - 1), (float)(viewport.w - 2), (float)(viewport.h - 1));
- SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0xFF, 0xFF);
- SDL_RenderLine(renderer, 0.0f, 1.0f, 0.0f, (float)(viewport.h - 2));
- SDL_RenderLine(renderer, (float)(viewport.w - 1), 1.0f, (float)(viewport.w - 1), (float)(viewport.h - 2));
- /* Test fill and copy */
- SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
- temp.x = 1.0f;
- temp.y = 1.0f;
- temp.w = sprite_w;
- temp.h = sprite_h;
- if (use_rendergeometry == 0) {
- SDL_RenderFillRect(renderer, &temp);
- } else {
- /* Draw two triangles, filled, uniform */
- SDL_FColor color;
- SDL_Vertex verts[3];
- SDL_zeroa(verts);
- color.r = 1.0f;
- color.g = 1.0f;
- color.b = 1.0f;
- color.a = 1.0f;
- verts[0].position.x = temp.x;
- verts[0].position.y = temp.y;
- verts[0].color = color;
- verts[1].position.x = temp.x + temp.w;
- verts[1].position.y = temp.y;
- verts[1].color = color;
- verts[2].position.x = temp.x + temp.w;
- verts[2].position.y = temp.y + temp.h;
- verts[2].color = color;
- SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
- verts[1].position.x = temp.x;
- verts[1].position.y = temp.y + temp.h;
- verts[1].color = color;
- SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
- }
- SDL_RenderTexture(renderer, sprite, NULL, &temp);
- temp.x = viewport.w - sprite_w - 1;
- temp.y = 1.0f;
- temp.w = sprite_w;
- temp.h = sprite_h;
- SDL_RenderFillRect(renderer, &temp);
- SDL_RenderTexture(renderer, sprite, NULL, &temp);
- temp.x = 1.0f;
- temp.y = viewport.h - sprite_h - 1;
- temp.w = sprite_w;
- temp.h = sprite_h;
- SDL_RenderFillRect(renderer, &temp);
- SDL_RenderTexture(renderer, sprite, NULL, &temp);
- temp.x = viewport.w - sprite_w - 1;
- temp.y = viewport.h - sprite_h - 1;
- temp.w = sprite_w;
- temp.h = sprite_h;
- SDL_RenderFillRect(renderer, &temp);
- SDL_RenderTexture(renderer, sprite, NULL, &temp);
- /* Test diagonal lines */
- SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
- SDL_RenderLine(renderer, sprite_w, sprite_h,
- viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
- SDL_RenderLine(renderer, viewport.w - sprite_w - 2, sprite_h,
- sprite_w, viewport.h - sprite_h - 2);
- /* Conditionally move the sprites, bounce at the wall */
- if (iterations == -1 || iterations > 0) {
- for (i = 0; i < num_sprites; ++i) {
- position = &positions[i];
- velocity = &velocities[i];
- position->x += velocity->x;
- if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
- velocity->x = -velocity->x;
- position->x += velocity->x;
- }
- position->y += velocity->y;
- if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
- velocity->y = -velocity->y;
- position->y += velocity->y;
- }
- }
- /* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
- if (iterations > 0) {
- iterations--;
- if (iterations == 0) {
- cycle_alpha = false;
- cycle_color = false;
- }
- }
- }
- /* Draw sprites */
- if (use_rendergeometry == 0) {
- for (i = 0; i < num_sprites; ++i) {
- position = &positions[i];
- /* Blit the sprite onto the screen */
- SDL_RenderTexture(renderer, sprite, NULL, position);
- }
- } else if (use_rendergeometry == 1) {
- /*
- * 0--1
- * | /|
- * |/ |
- * 3--2
- *
- * Draw sprite2 as triangles that can be recombined as rect by software renderer
- */
- SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
- SDL_Vertex *verts2 = verts;
- if (verts) {
- SDL_FColor color;
- SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
- SDL_GetTextureAlphaModFloat(sprite, &color.a);
- for (i = 0; i < num_sprites; ++i) {
- position = &positions[i];
- /* 0 */
- verts->position.x = position->x;
- verts->position.y = position->y;
- verts->color = color;
- verts->tex_coord.x = 0.0f;
- verts->tex_coord.y = 0.0f;
- verts++;
- /* 1 */
- verts->position.x = position->x + position->w;
- verts->position.y = position->y;
- verts->color = color;
- verts->tex_coord.x = 1.0f;
- verts->tex_coord.y = 0.0f;
- verts++;
- /* 2 */
- verts->position.x = position->x + position->w;
- verts->position.y = position->y + position->h;
- verts->color = color;
- verts->tex_coord.x = 1.0f;
- verts->tex_coord.y = 1.0f;
- verts++;
- /* 0 */
- verts->position.x = position->x;
- verts->position.y = position->y;
- verts->color = color;
- verts->tex_coord.x = 0.0f;
- verts->tex_coord.y = 0.0f;
- verts++;
- /* 2 */
- verts->position.x = position->x + position->w;
- verts->position.y = position->y + position->h;
- verts->color = color;
- verts->tex_coord.x = 1.0f;
- verts->tex_coord.y = 1.0f;
- verts++;
- /* 3 */
- verts->position.x = position->x;
- verts->position.y = position->y + position->h;
- verts->color = color;
- verts->tex_coord.x = 0.0f;
- verts->tex_coord.y = 1.0f;
- verts++;
- }
- /* Blit sprites as triangles onto the screen */
- SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0);
- SDL_free(verts2);
- }
- } else if (use_rendergeometry == 2) {
- /* 0-----1
- * |\ A /|
- * | \ / |
- * |D 2 B|
- * | / \ |
- * |/ C \|
- * 3-----4
- *
- * Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
- * Use an 'indices' array
- */
- SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
- SDL_Vertex *verts2 = verts;
- int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
- int *indices2 = indices;
- if (verts && indices) {
- int pos = 0;
- SDL_FColor color;
- SDL_GetTextureColorModFloat(sprite, &color.r, &color.g, &color.b);
- SDL_GetTextureAlphaModFloat(sprite, &color.a);
- for (i = 0; i < num_sprites; ++i) {
- position = &positions[i];
- /* 0 */
- verts->position.x = position->x;
- verts->position.y = position->y;
- verts->color = color;
- verts->tex_coord.x = 0.0f;
- verts->tex_coord.y = 0.0f;
- verts++;
- /* 1 */
- verts->position.x = position->x + position->w;
- verts->position.y = position->y;
- verts->color = color;
- verts->tex_coord.x = 1.0f;
- verts->tex_coord.y = 0.0f;
- verts++;
- /* 2 */
- verts->position.x = position->x + position->w / 2.0f;
- verts->position.y = position->y + position->h / 2.0f;
- verts->color = color;
- verts->tex_coord.x = 0.5f;
- verts->tex_coord.y = 0.5f;
- verts++;
- /* 3 */
- verts->position.x = position->x;
- verts->position.y = position->y + position->h;
- verts->color = color;
- verts->tex_coord.x = 0.0f;
- verts->tex_coord.y = 1.0f;
- verts++;
- /* 4 */
- verts->position.x = position->x + position->w;
- verts->position.y = position->y + position->h;
- verts->color = color;
- verts->tex_coord.x = 1.0f;
- verts->tex_coord.y = 1.0f;
- verts++;
- /* A */
- *indices++ = pos + 0;
- *indices++ = pos + 1;
- *indices++ = pos + 2;
- /* B */
- *indices++ = pos + 1;
- *indices++ = pos + 2;
- *indices++ = pos + 4;
- /* C */
- *indices++ = pos + 3;
- *indices++ = pos + 2;
- *indices++ = pos + 4;
- /* D */
- *indices++ = pos + 3;
- *indices++ = pos + 2;
- *indices++ = pos + 0;
- pos += 5;
- }
- }
- /* Blit sprites as triangles onto the screen */
- SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3);
- SDL_free(verts2);
- SDL_free(indices2);
- }
- /* Update the screen! */
- SDL_RenderPresent(renderer);
- }
- SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
- {
- SDL_Rect safe_area;
- int i;
- Uint64 seed;
- /* Initialize parameters */
- num_sprites = NUM_SPRITES;
- /* Initialize test framework */
- state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
- if (!state) {
- return SDL_APP_FAILURE;
- }
- for (i = 1; i < argc;) {
- int consumed;
- consumed = SDLTest_CommonArg(state, i);
- if (consumed == 0) {
- consumed = -1;
- if (SDL_strcasecmp(argv[i], "--blend") == 0) {
- if (argv[i + 1]) {
- if (SDL_strcasecmp(argv[i + 1], "none") == 0) {
- blendMode = SDL_BLENDMODE_NONE;
- consumed = 2;
- } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) {
- blendMode = SDL_BLENDMODE_BLEND;
- consumed = 2;
- } else if (SDL_strcasecmp(argv[i + 1], "blend_premultiplied") == 0) {
- blendMode = SDL_BLENDMODE_BLEND_PREMULTIPLIED;
- consumed = 2;
- } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) {
- blendMode = SDL_BLENDMODE_ADD;
- consumed = 2;
- } else if (SDL_strcasecmp(argv[i + 1], "add_premultiplied") == 0) {
- blendMode = SDL_BLENDMODE_ADD_PREMULTIPLIED;
- consumed = 2;
- } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) {
- blendMode = SDL_BLENDMODE_MOD;
- consumed = 2;
- } else if (SDL_strcasecmp(argv[i + 1], "mul") == 0) {
- blendMode = SDL_BLENDMODE_MUL;
- consumed = 2;
- } else if (SDL_strcasecmp(argv[i + 1], "sub") == 0) {
- blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
- consumed = 2;
- }
- }
- } else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
- if (argv[i + 1]) {
- iterations = SDL_atoi(argv[i + 1]);
- if (iterations < -1) {
- iterations = -1;
- }
- consumed = 2;
- }
- } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) {
- cycle_color = true;
- consumed = 1;
- } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) {
- cycle_alpha = true;
- consumed = 1;
- } else if (SDL_strcasecmp(argv[i], "--suspend-when-occluded") == 0) {
- suspend_when_occluded = true;
- consumed = 1;
- } else if (SDL_strcasecmp(argv[i], "--use-rendergeometry") == 0) {
- if (argv[i + 1]) {
- if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) {
- /* Draw sprite2 as triangles that can be recombined as rect by software renderer */
- use_rendergeometry = 1;
- } else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) {
- /* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
- * Use an 'indices' array */
- use_rendergeometry = 2;
- } else {
- return SDL_APP_FAILURE;
- }
- }
- consumed = 2;
- } else if (SDL_isdigit(*argv[i])) {
- num_sprites = SDL_atoi(argv[i]);
- consumed = 1;
- } else if (argv[i][0] != '-') {
- icon = argv[i];
- consumed = 1;
- }
- }
- if (consumed < 0) {
- static const char *options[] = {
- "[--blend none|blend|blend_premultiplied|add|add_premultiplied|mod|mul|sub]",
- "[--cyclecolor]",
- "[--cyclealpha]",
- "[--suspend-when-occluded]",
- "[--iterations N]",
- "[--use-rendergeometry mode1|mode2]",
- "[num_sprites]",
- "[icon.bmp]",
- NULL
- };
- SDLTest_CommonLogUsage(state, argv[0], options);
- return SDL_APP_FAILURE;
- }
- i += consumed;
- }
- if (!SDLTest_CommonInit(state)) {
- return SDL_APP_FAILURE;
- }
- /* Create the windows, initialize the renderers, and load the textures */
- sprites =
- (SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
- if (!sprites) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
- return SDL_APP_FAILURE;
- }
- for (i = 0; i < state->num_windows; ++i) {
- SDL_Renderer *renderer = state->renderers[i];
- SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
- SDL_RenderClear(renderer);
- }
- if (LoadSprite(icon) < 0) {
- return SDL_APP_FAILURE;
- }
- /* Allocate memory for the sprite info */
- positions = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*positions));
- velocities = (SDL_FRect *)SDL_malloc(num_sprites * sizeof(*velocities));
- if (!positions || !velocities) {
- SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!");
- return SDL_APP_FAILURE;
- }
- /* Position sprites and set their velocities using the fuzzer */
- /* Really we should be using per-window safe area, but this is fine for a simple test */
- SDL_GetRenderSafeArea(state->renderers[0], &safe_area);
- if (iterations >= 0) {
- /* Deterministic seed - used for visual tests */
- seed = (Uint64)iterations;
- } else {
- /* Pseudo-random seed generated from the time */
- seed = SDL_GetPerformanceCounter();
- }
- SDLTest_FuzzerInit(seed);
- for (i = 0; i < num_sprites; ++i) {
- positions[i].x = (float)SDLTest_RandomIntegerInRange(0, (int)(safe_area.w - sprite_w));
- positions[i].y = (float)SDLTest_RandomIntegerInRange(0, (int)(safe_area.h - sprite_h));
- positions[i].w = sprite_w;
- positions[i].h = sprite_h;
- velocities[i].x = 0;
- velocities[i].y = 0;
- while (velocities[i].x == 0.f && velocities[i].y == 0.f) {
- velocities[i].x = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
- velocities[i].y = (float)SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
- }
- }
- /* Main render loop in SDL_AppIterate will begin when this function returns. */
- frames = 0;
- next_fps_check = SDL_GetTicks() + fps_check_delay;
- return SDL_APP_CONTINUE;
- }
- SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
- {
- if (event->type == SDL_EVENT_RENDER_DEVICE_RESET) {
- LoadSprite(icon);
- }
- return SDLTest_CommonEventMainCallbacks(state, event);
- }
- SDL_AppResult SDL_AppIterate(void *appstate)
- {
- Uint64 now;
- int i;
- int active_windows = 0;
- for (i = 0; i < state->num_windows; ++i) {
- if (state->windows[i] == NULL ||
- (suspend_when_occluded && (SDL_GetWindowFlags(state->windows[i]) & SDL_WINDOW_OCCLUDED))) {
- continue;
- }
- ++active_windows;
- MoveSprites(state->renderers[i], sprites[i]);
- }
- /* If all windows are occluded, throttle the event polling to 15hz. */
- if (!active_windows) {
- SDL_DelayNS(SDL_NS_PER_SECOND / 15);
- }
- frames++;
- now = SDL_GetTicks();
- if (now >= next_fps_check) {
- /* Print out some timing information */
- const Uint64 then = next_fps_check - fps_check_delay;
- const double fps = ((double)frames * 1000) / (now - then);
- SDL_Log("%2.2f frames per second", fps);
- next_fps_check = now + fps_check_delay;
- frames = 0;
- }
- return SDL_APP_CONTINUE;
- }
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