geometry.c 6.5 KB

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  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. #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. SDL_SetAppMetadata("Example Renderer Geometry", "1.0", "com.example.renderer-geometry");
  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/geometry", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
  29. SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
  30. return SDL_APP_FAILURE;
  31. }
  32. /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
  33. engines refer to these as "sprites." We'll do a static texture (upload once, draw many
  34. times) with data from a bitmap file. */
  35. /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
  36. Load a .bmp into a surface, move it to a texture from there. */
  37. SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
  38. surface = SDL_LoadBMP(bmp_path);
  39. if (!surface) {
  40. SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
  41. return SDL_APP_FAILURE;
  42. }
  43. SDL_free(bmp_path); /* done with this, the file is loaded. */
  44. texture_width = surface->w;
  45. texture_height = surface->h;
  46. texture = SDL_CreateTextureFromSurface(renderer, surface);
  47. if (!texture) {
  48. SDL_Log("Couldn't create static texture: %s", SDL_GetError());
  49. return SDL_APP_FAILURE;
  50. }
  51. SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
  52. return SDL_APP_CONTINUE; /* carry on with the program! */
  53. }
  54. /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
  55. SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
  56. {
  57. if (event->type == SDL_EVENT_QUIT) {
  58. return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
  59. }
  60. return SDL_APP_CONTINUE; /* carry on with the program! */
  61. }
  62. /* This function runs once per frame, and is the heart of the program. */
  63. SDL_AppResult SDL_AppIterate(void *appstate)
  64. {
  65. const Uint64 now = SDL_GetTicks();
  66. /* we'll have the triangle grow and shrink over a few seconds. */
  67. const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f;
  68. const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction;
  69. const float size = 200.0f + (200.0f * scale);
  70. SDL_Vertex vertices[4];
  71. int i;
  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. /* Draw a single triangle with a different color at each vertex. Center this one and make it grow and shrink. */
  76. /* You always draw triangles with this, but you can string triangles together to form polygons. */
  77. SDL_zeroa(vertices);
  78. vertices[0].position.x = ((float) WINDOW_WIDTH) / 2.0f;
  79. vertices[0].position.y = (((float) WINDOW_HEIGHT) - size) / 2.0f;
  80. vertices[0].color.r = 1.0f;
  81. vertices[0].color.a = 1.0f;
  82. vertices[1].position.x = (((float) WINDOW_WIDTH) + size) / 2.0f;
  83. vertices[1].position.y = (((float) WINDOW_HEIGHT) + size) / 2.0f;
  84. vertices[1].color.g = 1.0f;
  85. vertices[1].color.a = 1.0f;
  86. vertices[2].position.x = (((float) WINDOW_WIDTH) - size) / 2.0f;
  87. vertices[2].position.y = (((float) WINDOW_HEIGHT) + size) / 2.0f;
  88. vertices[2].color.b = 1.0f;
  89. vertices[2].color.a = 1.0f;
  90. SDL_RenderGeometry(renderer, NULL, vertices, 3, NULL, 0);
  91. /* you can also map a texture to the geometry! Texture coordinates go from 0.0f to 1.0f. That will be the location
  92. in the texture bound to this vertex. */
  93. SDL_zeroa(vertices);
  94. vertices[0].position.x = 10.0f;
  95. vertices[0].position.y = 10.0f;
  96. vertices[0].color.r = vertices[0].color.g = vertices[0].color.b = vertices[0].color.a = 1.0f;
  97. vertices[0].tex_coord.x = 0.0f;
  98. vertices[0].tex_coord.y = 0.0f;
  99. vertices[1].position.x = 150.0f;
  100. vertices[1].position.y = 10.0f;
  101. vertices[1].color.r = vertices[1].color.g = vertices[1].color.b = vertices[1].color.a = 1.0f;
  102. vertices[1].tex_coord.x = 1.0f;
  103. vertices[1].tex_coord.y = 0.0f;
  104. vertices[2].position.x = 10.0f;
  105. vertices[2].position.y = 150.0f;
  106. vertices[2].color.r = vertices[2].color.g = vertices[2].color.b = vertices[2].color.a = 1.0f;
  107. vertices[2].tex_coord.x = 0.0f;
  108. vertices[2].tex_coord.y = 1.0f;
  109. SDL_RenderGeometry(renderer, texture, vertices, 3, NULL, 0);
  110. /* Did that only draw half of the texture? You can do multiple triangles sharing some vertices,
  111. using indices, to get the whole thing on the screen: */
  112. /* Let's just move this over so it doesn't overlap... */
  113. for (i = 0; i < 3; i++) {
  114. vertices[i].position.x += 450;
  115. }
  116. /* we need one more vertex, since the two triangles can share two of them. */
  117. vertices[3].position.x = 600.0f;
  118. vertices[3].position.y = 150.0f;
  119. vertices[3].color.r = vertices[3].color.g = vertices[3].color.b = vertices[3].color.a = 1.0f;
  120. vertices[3].tex_coord.x = 1.0f;
  121. vertices[3].tex_coord.y = 1.0f;
  122. /* And an index to tell it to reuse some of the vertices between triangles... */
  123. {
  124. /* 4 vertices, but 6 actual places they used. Indices need less bandwidth to transfer and can reorder vertices easily! */
  125. const int indices[] = { 0, 1, 2, 1, 2, 3 };
  126. SDL_RenderGeometry(renderer, texture, vertices, 4, indices, SDL_arraysize(indices));
  127. }
  128. SDL_RenderPresent(renderer); /* put it all on the screen! */
  129. return SDL_APP_CONTINUE; /* carry on with the program! */
  130. }
  131. /* This function runs once at shutdown. */
  132. void SDL_AppQuit(void *appstate, SDL_AppResult result)
  133. {
  134. SDL_DestroyTexture(texture);
  135. /* SDL will clean up the window/renderer for us. */
  136. }