update SDL3 from 3.2.20 to 3.4.2
This commit is contained in:
@@ -24,10 +24,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", 640, 480, SDL_WINDOW_RESIZABLE, &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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SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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@@ -26,10 +26,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/primitives", 640, 480, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/renderer/primitives", 640, 480, SDL_WINDOW_RESIZABLE, &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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SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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/* set up some random points */
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for (i = 0; i < SDL_arraysize(points); i++) {
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@@ -23,10 +23,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/lines", 640, 480, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/renderer/lines", 640, 480, SDL_WINDOW_RESIZABLE, &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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SDL_SetRenderLogicalPresentation(renderer, 640, 480, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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@@ -76,8 +77,9 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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const float size = 30.0f;
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const float x = 320.0f;
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const float y = 95.0f - (size / 2.0f);
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const float r = (float) i * (SDL_PI_F / 180.0f);
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SDL_SetRenderDrawColor(renderer, SDL_rand(256), SDL_rand(256), SDL_rand(256), SDL_ALPHA_OPAQUE);
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SDL_RenderLine(renderer, x, y, x + SDL_sinf((float) i) * size, y + SDL_cosf((float) i) * size);
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SDL_RenderLine(renderer, x, y, x + SDL_cosf(r) * size, y + SDL_sinf(r) * size);
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}
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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@@ -43,10 +43,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &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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SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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/* set up the data for a bunch of points. */
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for (i = 0; i < SDL_arraysize(points); i++) {
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@@ -26,10 +26,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/rectangles", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/renderer/rectangles", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &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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SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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@@ -1,3 +1,3 @@
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This example creates an SDL window and renderer, loads a texture from a
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.bmp file, and then draws it a few times each frame.
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.png file, and then draws it a few times each frame.
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@@ -23,7 +23,7 @@ static int texture_height = 0;
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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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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Textures", "1.0", "com.example.renderer-textures");
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@@ -32,25 +32,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/renderer/textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &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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SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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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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times) with data from a png file. */
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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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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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SDL_Log("Couldn't load png: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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@@ -29,10 +29,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/streaming-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/renderer/streaming-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &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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SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
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if (!texture) {
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@@ -65,7 +66,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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/* To update a streaming texture, you need to lock it first. This gets you access to the pixels.
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Note that this is considered a _write-only_ operation: the buffer you get from locking
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might not acutally have the existing contents of the texture, and you have to write to every
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might not actually have the existing contents of the texture, and you have to write to every
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locked pixel! */
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/* You can use SDL_LockTexture() to get an array of raw pixels, but we're going to use
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@@ -1,3 +1,3 @@
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This example creates an SDL window and renderer, loads a texture from a .bmp
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This example creates an SDL window and renderer, loads a texture from a .png
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file, and then draws it, rotating around the center of the screen.
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@@ -23,7 +23,7 @@ static int texture_height = 0;
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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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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Rotating Textures", "1.0", "com.example.renderer-rotating-textures");
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@@ -32,25 +32,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/rotating-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/renderer/rotating-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &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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SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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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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/* 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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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_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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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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@@ -1,3 +1,3 @@
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This example creates an SDL window and renderer, loads a texture from a .bmp
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This example creates an SDL window and renderer, loads a texture from a .png
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file, and then draws it, scaling it up and down.
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@@ -23,7 +23,7 @@ static int texture_height = 0;
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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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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Scaling Textures", "1.0", "com.example.renderer-scaling-textures");
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@@ -32,25 +32,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/scaling-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/renderer/scaling-textures", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &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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SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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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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/* 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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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_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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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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@@ -1,3 +1,3 @@
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This example creates an SDL window and renderer, loads a texture from a .bmp
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This example creates an SDL window and renderer, loads a texture from a .png
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file, and then draws geometry (arbitrary polygons) using it.
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@@ -23,7 +23,7 @@ static int texture_height = 0;
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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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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Geometry", "1.0", "com.example.renderer-geometry");
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@@ -32,25 +32,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/geometry", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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if (!SDL_CreateWindowAndRenderer("examples/renderer/geometry", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &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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SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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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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/* 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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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_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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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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@@ -1,3 +1,3 @@
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This example creates an SDL window and renderer, loads a texture from a
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.bmp file, and then draws it a few times each frame, adjusting the colors.
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.png file, and then draws it a few times each frame, adjusting the colors.
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@@ -23,7 +23,7 @@ static int texture_height = 0;
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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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char *png_path = NULL;
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SDL_SetAppMetadata("Example Renderer Color Mods", "1.0", "com.example.renderer-color-mods");
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@@ -32,25 +32,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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return SDL_APP_FAILURE;
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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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if (!SDL_CreateWindowAndRenderer("examples/renderer/color-mods", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &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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SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
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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
|
||||
times) with data from a bitmap file. */
|
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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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Load a .png into a surface, move it to a texture from there. */
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SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadPNG(png_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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SDL_free(bmp_path); /* done with this, the file is loaded. */
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SDL_free(png_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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||||
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@@ -1,4 +1,4 @@
|
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This example creates an SDL window and renderer, loads a texture
|
||||
from a .bmp file, and then draws it a few times each frame, adjusting
|
||||
from a .png file, and then draws it a few times each frame, adjusting
|
||||
the viewport before each draw.
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||||
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||||
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||||
@@ -23,7 +23,7 @@ static int texture_height = 0;
|
||||
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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||||
char *png_path = NULL;
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||||
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SDL_SetAppMetadata("Example Renderer Viewport", "1.0", "com.example.renderer-viewport");
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@@ -32,25 +32,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/viewport", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/viewport", 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 .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);
|
||||
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(bmp_path); /* done with this, the file is loaded. */
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture_width = surface->w;
|
||||
texture_height = surface->h;
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
This example creates an SDL window and renderer, loads a texture
|
||||
from a .bmp file, and stretches it across the window. Each frame, we move
|
||||
from a .png file, and stretches it across the window. Each frame, we move
|
||||
the clipping rectangle around, so only a small square of the texture is
|
||||
actually drawn.
|
||||
|
||||
|
||||
@@ -30,7 +30,7 @@ static Uint64 last_time = 0;
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_Surface *surface = NULL;
|
||||
char *bmp_path = NULL;
|
||||
char *png_path = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Renderer Clipping Rectangle", "1.0", "com.example.renderer-cliprect");
|
||||
|
||||
@@ -39,10 +39,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/cliprect", 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);
|
||||
|
||||
cliprect_direction.x = cliprect_direction.y = 1.0f;
|
||||
|
||||
@@ -53,15 +54,15 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
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);
|
||||
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(bmp_path); /* done with this, the file is loaded. */
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture = SDL_CreateTextureFromSurface(renderer, surface);
|
||||
if (!texture) {
|
||||
@@ -93,20 +94,20 @@ SDL_AppResult SDL_AppIterate(void *appstate)
|
||||
|
||||
/* Set a new clipping rectangle position */
|
||||
cliprect_position.x += distance * cliprect_direction.x;
|
||||
if (cliprect_position.x < 0.0f) {
|
||||
cliprect_position.x = 0.0f;
|
||||
if (cliprect_position.x < -CLIPRECT_SIZE) {
|
||||
cliprect_position.x = -CLIPRECT_SIZE;
|
||||
cliprect_direction.x = 1.0f;
|
||||
} else if (cliprect_position.x >= (WINDOW_WIDTH - CLIPRECT_SIZE)) {
|
||||
cliprect_position.x = (WINDOW_WIDTH - CLIPRECT_SIZE) - 1;
|
||||
} else if (cliprect_position.x >= WINDOW_WIDTH) {
|
||||
cliprect_position.x = WINDOW_WIDTH - 1;
|
||||
cliprect_direction.x = -1.0f;
|
||||
}
|
||||
|
||||
cliprect_position.y += distance * cliprect_direction.y;
|
||||
if (cliprect_position.y < 0.0f) {
|
||||
cliprect_position.y = 0.0f;
|
||||
if (cliprect_position.y < -CLIPRECT_SIZE) {
|
||||
cliprect_position.y = -CLIPRECT_SIZE;
|
||||
cliprect_direction.y = 1.0f;
|
||||
} else if (cliprect_position.y >= (WINDOW_HEIGHT - CLIPRECT_SIZE)) {
|
||||
cliprect_position.y = (WINDOW_HEIGHT - CLIPRECT_SIZE) - 1;
|
||||
} else if (cliprect_position.y >= WINDOW_HEIGHT) {
|
||||
cliprect_position.y = WINDOW_HEIGHT - 1;
|
||||
cliprect_direction.y = -1.0f;
|
||||
}
|
||||
SDL_SetRenderClipRect(renderer, &cliprect);
|
||||
|
||||
@@ -32,7 +32,7 @@ static int converted_texture_height = 0;
|
||||
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
{
|
||||
SDL_Surface *surface = NULL;
|
||||
char *bmp_path = NULL;
|
||||
char *png_path = NULL;
|
||||
|
||||
SDL_SetAppMetadata("Example Renderer Read Pixels", "1.0", "com.example.renderer-read-pixels");
|
||||
|
||||
@@ -41,25 +41,26 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/read-pixels", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/read-pixels", 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 .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);
|
||||
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(bmp_path); /* done with this, the file is loaded. */
|
||||
SDL_free(png_path); /* done with this, the file is loaded. */
|
||||
|
||||
texture_width = surface->w;
|
||||
texture_height = surface->h;
|
||||
|
||||
@@ -26,10 +26,11 @@ SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
|
||||
return SDL_APP_FAILURE;
|
||||
}
|
||||
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/debug-text", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
|
||||
if (!SDL_CreateWindowAndRenderer("examples/renderer/debug-text", 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);
|
||||
|
||||
return SDL_APP_CONTINUE; /* carry on with the program! */
|
||||
}
|
||||
|
||||
@@ -0,0 +1,3 @@
|
||||
This example creates an SDL window and renderer, and uses
|
||||
SDL_RenderTextureAffine to draw a 3D cube using only 2D rendering operations.
|
||||
|
||||
@@ -0,0 +1,146 @@
|
||||
/* 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 *png_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, 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)
|
||||
{
|
||||
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 % 2000))) / 2000.0f) * 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];
|
||||
int i;
|
||||
|
||||
for (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, 0x42, 0x87, 0xf5, SDL_ALPHA_OPAQUE); // light blue background.
|
||||
SDL_RenderClear(renderer);
|
||||
|
||||
for (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. */
|
||||
}
|
||||
|
||||
Binary file not shown.
|
After Width: | Height: | Size: 206 KiB |
Binary file not shown.
|
After Width: | Height: | Size: 229 KiB |
Reference in New Issue
Block a user