color-mods.c 5.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135
  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 *png_path = NULL;
  23. SDL_SetAppMetadata("Example Renderer Color Mods", "1.0", "com.example.renderer-color-mods");
  24. if (!SDL_Init(SDL_INIT_VIDEO)) {
  25. SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
  26. return SDL_APP_FAILURE;
  27. }
  28. if (!SDL_CreateWindowAndRenderer("examples/renderer/color-mods", WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_RESIZABLE, &window, &renderer)) {
  29. SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
  30. return SDL_APP_FAILURE;
  31. }
  32. SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX);
  33. /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
  34. engines refer to these as "sprites." We'll do a static texture (upload once, draw many
  35. times) with data from a bitmap file. */
  36. /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
  37. Load a .png into a surface, move it to a texture from there. */
  38. SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */
  39. surface = SDL_LoadPNG(png_path);
  40. if (!surface) {
  41. SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
  42. return SDL_APP_FAILURE;
  43. }
  44. SDL_free(png_path); /* done with this, the file is loaded. */
  45. texture_width = surface->w;
  46. texture_height = surface->h;
  47. texture = SDL_CreateTextureFromSurface(renderer, surface);
  48. if (!texture) {
  49. SDL_Log("Couldn't create static texture: %s", SDL_GetError());
  50. return SDL_APP_FAILURE;
  51. }
  52. SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
  53. return SDL_APP_CONTINUE; /* carry on with the program! */
  54. }
  55. /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
  56. SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
  57. {
  58. if (event->type == SDL_EVENT_QUIT) {
  59. return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
  60. }
  61. return SDL_APP_CONTINUE; /* carry on with the program! */
  62. }
  63. /* This function runs once per frame, and is the heart of the program. */
  64. SDL_AppResult SDL_AppIterate(void *appstate)
  65. {
  66. SDL_FRect dst_rect;
  67. const double now = ((double)SDL_GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */
  68. /* choose the modulation values for the center texture. The sine wave trick makes it fade between colors smoothly. */
  69. const float red = (float) (0.5 + 0.5 * SDL_sin(now));
  70. const float green = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3));
  71. const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3));
  72. /* as you can see from this, rendering draws over whatever was drawn before it. */
  73. SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */
  74. SDL_RenderClear(renderer); /* start with a blank canvas. */
  75. /* Just draw the static texture a few times. You can think of it like a
  76. stamp, there isn't a limit to the number of times you can draw with it. */
  77. /* Color modulation multiplies each pixel's red, green, and blue intensities by the mod values,
  78. so multiplying by 1.0f will leave a color intensity alone, 0.0f will shut off that color
  79. completely, etc. */
  80. /* top left; let's make this one blue! */
  81. dst_rect.x = 0.0f;
  82. dst_rect.y = 0.0f;
  83. dst_rect.w = (float) texture_width;
  84. dst_rect.h = (float) texture_height;
  85. SDL_SetTextureColorModFloat(texture, 0.0f, 0.0f, 1.0f); /* kill all red and green. */
  86. SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
  87. /* center this one, and have it cycle through red/green/blue modulations. */
  88. dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
  89. dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
  90. dst_rect.w = (float) texture_width;
  91. dst_rect.h = (float) texture_height;
  92. SDL_SetTextureColorModFloat(texture, red, green, blue);
  93. SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
  94. /* bottom right; let's make this one red! */
  95. dst_rect.x = (float) (WINDOW_WIDTH - texture_width);
  96. dst_rect.y = (float) (WINDOW_HEIGHT - texture_height);
  97. dst_rect.w = (float) texture_width;
  98. dst_rect.h = (float) texture_height;
  99. SDL_SetTextureColorModFloat(texture, 1.0f, 0.0f, 0.0f); /* kill all green and blue. */
  100. SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
  101. SDL_RenderPresent(renderer); /* put it all on the screen! */
  102. return SDL_APP_CONTINUE; /* carry on with the program! */
  103. }
  104. /* This function runs once at shutdown. */
  105. void SDL_AppQuit(void *appstate, SDL_AppResult result)
  106. {
  107. SDL_DestroyTexture(texture);
  108. /* SDL will clean up the window/renderer for us. */
  109. }