color-mods.c 5.4 KB

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  1. /*
  2. * This example creates an SDL window and renderer, and then draws some
  3. * textures to it every frame, adjusting their color.
  4. *
  5. * This code is public domain. Feel free to use it for any purpose!
  6. */
  7. #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
  8. #include <SDL3/SDL.h>
  9. #include <SDL3/SDL_main.h>
  10. /* We will use this renderer to draw into this window every frame. */
  11. static SDL_Window *window = NULL;
  12. static SDL_Renderer *renderer = NULL;
  13. static SDL_Texture *texture = NULL;
  14. static int texture_width = 0;
  15. static int texture_height = 0;
  16. #define WINDOW_WIDTH 640
  17. #define WINDOW_HEIGHT 480
  18. /* This function runs once at startup. */
  19. SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
  20. {
  21. SDL_Surface *surface = NULL;
  22. char *bmp_path = NULL;
  23. if (!SDL_Init(SDL_INIT_VIDEO)) {
  24. SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
  25. return SDL_APP_FAILURE;
  26. }
  27. if (!SDL_CreateWindowAndRenderer("examples/renderer/color-mods", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
  28. SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
  29. return SDL_APP_FAILURE;
  30. }
  31. /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
  32. engines refer to these as "sprites." We'll do a static texture (upload once, draw many
  33. times) with data from a bitmap file. */
  34. /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
  35. Load a .bmp into a surface, move it to a texture from there. */
  36. SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
  37. surface = SDL_LoadBMP(bmp_path);
  38. if (!surface) {
  39. SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load bitmap!", SDL_GetError(), NULL);
  40. return SDL_APP_FAILURE;
  41. }
  42. SDL_free(bmp_path); /* done with this, the file is loaded. */
  43. texture_width = surface->w;
  44. texture_height = surface->h;
  45. texture = SDL_CreateTextureFromSurface(renderer, surface);
  46. if (!texture) {
  47. SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create static texture!", SDL_GetError(), NULL);
  48. return SDL_APP_FAILURE;
  49. }
  50. SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
  51. return SDL_APP_CONTINUE; /* carry on with the program! */
  52. }
  53. /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
  54. SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
  55. {
  56. if (event->type == SDL_EVENT_QUIT) {
  57. return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
  58. }
  59. return SDL_APP_CONTINUE; /* carry on with the program! */
  60. }
  61. /* This function runs once per frame, and is the heart of the program. */
  62. SDL_AppResult SDL_AppIterate(void *appstate)
  63. {
  64. SDL_FRect dst_rect;
  65. const double now = ((double)SDL_GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */
  66. /* choose the modulation values for the center texture. The sine wave trick makes it fade between colors smoothly. */
  67. const float red = (float) (0.5 + 0.5 * SDL_sin(now));
  68. const float green = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3));
  69. const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3));
  70. /* as you can see from this, rendering draws over whatever was drawn before it. */
  71. SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
  72. SDL_RenderClear(renderer); /* start with a blank canvas. */
  73. /* Just draw the static texture a few times. You can think of it like a
  74. stamp, there isn't a limit to the number of times you can draw with it. */
  75. /* Color modulation multiplies each pixel's red, green, and blue intensities by the mod values,
  76. so multiplying by 1.0f will leave a color intensity alone, 0.0f will shut off that color
  77. completely, etc. */
  78. /* top left; let's make this one blue! */
  79. dst_rect.x = 0.0f;
  80. dst_rect.y = 0.0f;
  81. dst_rect.w = (float) texture_width;
  82. dst_rect.h = (float) texture_height;
  83. SDL_SetTextureColorModFloat(texture, 0.0f, 0.0f, 1.0f); /* kill all red and green. */
  84. SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
  85. /* center this one, and have it cycle through red/green/blue modulations. */
  86. dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
  87. dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
  88. dst_rect.w = (float) texture_width;
  89. dst_rect.h = (float) texture_height;
  90. SDL_SetTextureColorModFloat(texture, red, green, blue);
  91. SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
  92. /* bottom right; let's make this one red! */
  93. dst_rect.x = (float) (WINDOW_WIDTH - texture_width);
  94. dst_rect.y = (float) (WINDOW_HEIGHT - texture_height);
  95. dst_rect.w = (float) texture_width;
  96. dst_rect.h = (float) texture_height;
  97. SDL_SetTextureColorModFloat(texture, 1.0f, 0.0f, 0.0f); /* kill all green and blue. */
  98. SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
  99. SDL_RenderPresent(renderer); /* put it all on the screen! */
  100. return SDL_APP_CONTINUE; /* carry on with the program! */
  101. }
  102. /* This function runs once at shutdown. */
  103. void SDL_AppQuit(void *appstate)
  104. {
  105. SDL_DestroyTexture(texture);
  106. /* SDL will clean up the window/renderer for us. */
  107. }