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- /*
- * This example creates an SDL window and renderer, and then draws a streaming
- * texture to it 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;
- #define TEXTURE_SIZE 150
- #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_SetAppMetadata("Example Renderer Streaming Textures", "1.0", "com.example.renderer-streaming-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/streaming-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
- SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
- if (!texture) {
- SDL_Log("Couldn't create streaming texture: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- 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)
- {
- SDL_FRect dst_rect;
- const Uint64 now = SDL_GetTicks();
- SDL_Surface *surface = NULL;
- /* we'll have some color move around over a few seconds. */
- const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f;
- const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction;
- /* To update a streaming texture, you need to lock it first. This gets you access to the pixels.
- Note that this is considered a _write-only_ operation: the buffer you get from locking
- might not acutally have the existing contents of the texture, and you have to write to every
- locked pixel! */
- /* You can use SDL_LockTexture() to get an array of raw pixels, but we're going to use
- SDL_LockTextureToSurface() here, because it wraps that array in a temporary SDL_Surface,
- letting us use the surface drawing functions instead of lighting up individual pixels. */
- if (SDL_LockTextureToSurface(texture, NULL, &surface)) {
- SDL_Rect r;
- SDL_FillSurfaceRect(surface, NULL, SDL_MapRGB(SDL_GetPixelFormatDetails(surface->format), NULL, 0, 0, 0)); /* make the whole surface black */
- r.w = TEXTURE_SIZE;
- r.h = TEXTURE_SIZE / 10;
- r.x = 0;
- r.y = (int) (((float) (TEXTURE_SIZE - r.h)) * ((scale + 1.0f) / 2.0f));
- SDL_FillSurfaceRect(surface, &r, SDL_MapRGB(SDL_GetPixelFormatDetails(surface->format), NULL, 0, 255, 0)); /* make a strip of the surface green */
- SDL_UnlockTexture(texture); /* upload the changes (and frees the temporary surface)! */
- }
- /* as you can see from this, rendering draws over whatever was drawn before it. */
- SDL_SetRenderDrawColor(renderer, 66, 66, 66, SDL_ALPHA_OPAQUE); /* grey, full alpha */
- SDL_RenderClear(renderer); /* start with a blank canvas. */
- /* Just draw the static texture a few times. You can think of it like a
- stamp, there isn't a limit to the number of times you can draw with it. */
- /* Center this one. It'll draw the latest version of the texture we drew while it was locked. */
- dst_rect.x = ((float) (WINDOW_WIDTH - TEXTURE_SIZE)) / 2.0f;
- dst_rect.y = ((float) (WINDOW_HEIGHT - TEXTURE_SIZE)) / 2.0f;
- dst_rect.w = dst_rect.h = (float) TEXTURE_SIZE;
- SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
- SDL_RenderPresent(renderer); /* put it all on the screen! */
- return SDL_APP_CONTINUE; /* carry on with the program! */
- }
- /* 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. */
- }
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