color-mods.c 5.3 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. 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, 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. SDL_FRect dst_rect;
  66. const double now = ((double)SDL_GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */
  67. /* choose the modulation values for the center texture. The sine wave trick makes it fade between colors smoothly. */
  68. const float red = (float) (0.5 + 0.5 * SDL_sin(now));
  69. const float green = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3));
  70. const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3));
  71. /* as you can see from this, rendering draws over whatever was drawn before it. */
  72. SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */
  73. SDL_RenderClear(renderer); /* start with a blank canvas. */
  74. /* Just draw the static texture a few times. You can think of it like a
  75. stamp, there isn't a limit to the number of times you can draw with it. */
  76. /* Color modulation multiplies each pixel's red, green, and blue intensities by the mod values,
  77. so multiplying by 1.0f will leave a color intensity alone, 0.0f will shut off that color
  78. completely, etc. */
  79. /* top left; let's make this one blue! */
  80. dst_rect.x = 0.0f;
  81. dst_rect.y = 0.0f;
  82. dst_rect.w = (float) texture_width;
  83. dst_rect.h = (float) texture_height;
  84. SDL_SetTextureColorModFloat(texture, 0.0f, 0.0f, 1.0f); /* kill all red and green. */
  85. SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
  86. /* center this one, and have it cycle through red/green/blue modulations. */
  87. dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
  88. dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
  89. dst_rect.w = (float) texture_width;
  90. dst_rect.h = (float) texture_height;
  91. SDL_SetTextureColorModFloat(texture, red, green, blue);
  92. SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
  93. /* bottom right; let's make this one red! */
  94. dst_rect.x = (float) (WINDOW_WIDTH - texture_width);
  95. dst_rect.y = (float) (WINDOW_HEIGHT - texture_height);
  96. dst_rect.w = (float) texture_width;
  97. dst_rect.h = (float) texture_height;
  98. SDL_SetTextureColorModFloat(texture, 1.0f, 0.0f, 0.0f); /* kill all green and blue. */
  99. SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
  100. SDL_RenderPresent(renderer); /* put it all on the screen! */
  101. return SDL_APP_CONTINUE; /* carry on with the program! */
  102. }
  103. /* This function runs once at shutdown. */
  104. void SDL_AppQuit(void *appstate, SDL_AppResult result)
  105. {
  106. SDL_DestroyTexture(texture);
  107. /* SDL will clean up the window/renderer for us. */
  108. }