Atlas - geometry.c
Home / ext / SDL / examples / renderer / 10-geometry Lines: 1 | Size: 6828 bytes [Download] [Show on GitHub] [Search similar files] [Raw] [Raw (proxy)][FILE BEGIN]1/* 2 * This example creates an SDL window and renderer, and then draws some 3 * geometry (arbitrary polygons) to it every frame. 4 * 5 * This code is public domain. Feel free to use it for any purpose! 6 */ 7 8#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ 9#include <SDL3/SDL.h> 10#include <SDL3/SDL_main.h> 11 12/* We will use this renderer to draw into this window every frame. */ 13static SDL_Window *window = NULL; 14static SDL_Renderer *renderer = NULL; 15static SDL_Texture *texture = NULL; 16static int texture_width = 0; 17static int texture_height = 0; 18 19#define WINDOW_WIDTH 640 20#define WINDOW_HEIGHT 480 21 22/* This function runs once at startup. */ 23SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) 24{ 25 SDL_Surface *surface = NULL; 26 char *png_path = NULL; 27 28 SDL_SetAppMetadata("Example Renderer Geometry", "1.0", "com.example.renderer-geometry"); 29 30 if (!SDL_Init(SDL_INIT_VIDEO)) { 31 SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); 32 return SDL_APP_FAILURE; 33 } 34 35 if (!SDL_CreateWindowAndRenderer("examples/renderer/geometry", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) { 36 SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); 37 return SDL_APP_FAILURE; 38 } 39 SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX); 40 41 /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D 42 engines refer to these as "sprites." We'll do a static texture (upload once, draw many 43 times) with data from a bitmap file. */ 44 45 /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. 46 Load a .png into a surface, move it to a texture from there. */ 47 SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */ 48 surface = SDL_LoadPNG(png_path); 49 if (!surface) { 50 SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); 51 return SDL_APP_FAILURE; 52 } 53 54 SDL_free(png_path); /* done with this, the file is loaded. */ 55 56 texture_width = surface->w; 57 texture_height = surface->h; 58 59 texture = SDL_CreateTextureFromSurface(renderer, surface); 60 if (!texture) { 61 SDL_Log("Couldn't create static texture: %s", SDL_GetError()); 62 return SDL_APP_FAILURE; 63 } 64 65 SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ 66 67 return SDL_APP_CONTINUE; /* carry on with the program! */ 68} 69 70/* This function runs when a new event (mouse input, keypresses, etc) occurs. */ 71SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) 72{ 73 if (event->type == SDL_EVENT_QUIT) { 74 return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ 75 } 76 return SDL_APP_CONTINUE; /* carry on with the program! */ 77} 78 79/* This function runs once per frame, and is the heart of the program. */ 80SDL_AppResult SDL_AppIterate(void *appstate) 81{ 82 const Uint64 now = SDL_GetTicks(); 83 84 /* we'll have the triangle grow and shrink over a few seconds. */ 85 const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f; 86 const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction; 87 const float size = 200.0f + (200.0f * scale); 88 89 SDL_Vertex vertices[4]; 90 int i; 91 92 /* as you can see from this, rendering draws over whatever was drawn before it. */ 93 SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ 94 SDL_RenderClear(renderer); /* start with a blank canvas. */ 95 96 /* Draw a single triangle with a different color at each vertex. Center this one and make it grow and shrink. */ 97 /* You always draw triangles with this, but you can string triangles together to form polygons. */ 98 SDL_zeroa(vertices); 99 vertices[0].position.x = ((float) WINDOW_WIDTH) / 2.0f; 100 vertices[0].position.y = (((float) WINDOW_HEIGHT) - size) / 2.0f; 101 vertices[0].color.r = 1.0f; 102 vertices[0].color.a = 1.0f; 103 vertices[1].position.x = (((float) WINDOW_WIDTH) + size) / 2.0f; 104 vertices[1].position.y = (((float) WINDOW_HEIGHT) + size) / 2.0f; 105 vertices[1].color.g = 1.0f; 106 vertices[1].color.a = 1.0f; 107 vertices[2].position.x = (((float) WINDOW_WIDTH) - size) / 2.0f; 108 vertices[2].position.y = (((float) WINDOW_HEIGHT) + size) / 2.0f; 109 vertices[2].color.b = 1.0f; 110 vertices[2].color.a = 1.0f; 111 112 SDL_RenderGeometry(renderer, NULL, vertices, 3, NULL, 0); 113 114 /* you can also map a texture to the geometry! Texture coordinates go from 0.0f to 1.0f. That will be the location 115 in the texture bound to this vertex. */ 116 SDL_zeroa(vertices); 117 vertices[0].position.x = 10.0f; 118 vertices[0].position.y = 10.0f; 119 vertices[0].color.r = vertices[0].color.g = vertices[0].color.b = vertices[0].color.a = 1.0f; 120 vertices[0].tex_coord.x = 0.0f; 121 vertices[0].tex_coord.y = 0.0f; 122 vertices[1].position.x = 150.0f; 123 vertices[1].position.y = 10.0f; 124 vertices[1].color.r = vertices[1].color.g = vertices[1].color.b = vertices[1].color.a = 1.0f; 125 vertices[1].tex_coord.x = 1.0f; 126 vertices[1].tex_coord.y = 0.0f; 127 vertices[2].position.x = 10.0f; 128 vertices[2].position.y = 150.0f; 129 vertices[2].color.r = vertices[2].color.g = vertices[2].color.b = vertices[2].color.a = 1.0f; 130 vertices[2].tex_coord.x = 0.0f; 131 vertices[2].tex_coord.y = 1.0f; 132 SDL_RenderGeometry(renderer, texture, vertices, 3, NULL, 0); 133 134 /* Did that only draw half of the texture? You can do multiple triangles sharing some vertices, 135 using indices, to get the whole thing on the screen: */ 136 137 /* Let's just move this over so it doesn't overlap... */ 138 for (i = 0; i < 3; i++) { 139 vertices[i].position.x += 450; 140 } 141 142 /* we need one more vertex, since the two triangles can share two of them. */ 143 vertices[3].position.x = 600.0f; 144 vertices[3].position.y = 150.0f; 145 vertices[3].color.r = vertices[3].color.g = vertices[3].color.b = vertices[3].color.a = 1.0f; 146 vertices[3].tex_coord.x = 1.0f; 147 vertices[3].tex_coord.y = 1.0f; 148 149 /* And an index to tell it to reuse some of the vertices between triangles... */ 150 { 151 /* 4 vertices, but 6 actual places they used. Indices need less bandwidth to transfer and can reorder vertices easily! */ 152 const int indices[] = { 0, 1, 2, 1, 2, 3 }; 153 SDL_RenderGeometry(renderer, texture, vertices, 4, indices, SDL_arraysize(indices)); 154 } 155 156 SDL_RenderPresent(renderer); /* put it all on the screen! */ 157 158 return SDL_APP_CONTINUE; /* carry on with the program! */ 159} 160 161/* This function runs once at shutdown. */ 162void SDL_AppQuit(void *appstate, SDL_AppResult result) 163{ 164 SDL_DestroyTexture(texture); 165 /* SDL will clean up the window/renderer for us. */ 166} 167 168[FILE END](C) 2025 0x4248 (C) 2025 4248 Media and 4248 Systems, All part of 0x4248 See LICENCE files for more information. Not all files are by 0x4248 always check Licencing.