123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178 |
- /*
- * This example creates an SDL window and renderer, and draws a
- * rotating texture to it, reads back the rendered pixels, converts them to
- * black and white, and then draws the converted image to a corner of the
- * screen.
- *
- * This isn't necessarily an efficient thing to do--in real life one might
- * want to do this sort of thing with a render target--but it's just a visual
- * example of how to use SDL_RenderReadPixels().
- *
- * 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;
- static int texture_width = 0;
- static int texture_height = 0;
- static SDL_Texture *converted_texture = NULL;
- static int converted_texture_width = 0;
- static int converted_texture_height = 0;
- #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_Surface *surface = NULL;
- char *bmp_path = NULL;
- SDL_SetAppMetadata("Example Renderer Read Pixels", "1.0", "com.example.renderer-read-pixels");
- if (!SDL_Init(SDL_INIT_VIDEO)) {
- SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- if (!SDL_CreateWindowAndRenderer("examples/renderer/read-pixels", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
- SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
- engines refer to these as "sprites." We'll do a static texture (upload once, draw many
- times) with data from a bitmap file. */
- /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
- Load a .bmp into a surface, move it to a texture from there. */
- SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
- surface = SDL_LoadBMP(bmp_path);
- if (!surface) {
- SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- SDL_free(bmp_path); /* done with this, the file is loaded. */
- texture_width = surface->w;
- texture_height = surface->h;
- texture = SDL_CreateTextureFromSurface(renderer, surface);
- if (!texture) {
- SDL_Log("Couldn't create static texture: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
- 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)
- {
- const Uint64 now = SDL_GetTicks();
- SDL_Surface *surface;
- SDL_FPoint center;
- SDL_FRect dst_rect;
- /* we'll have a texture rotate around over 2 seconds (2000 milliseconds). 360 degrees in a circle! */
- const float rotation = (((float) ((int) (now % 2000))) / 2000.0f) * 360.0f;
- /* as you can see from this, rendering draws over whatever was drawn before it. */
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */
- SDL_RenderClear(renderer); /* start with a blank canvas. */
- /* Center this one, and draw it with some rotation so it spins! */
- dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
- dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
- dst_rect.w = (float) texture_width;
- dst_rect.h = (float) texture_height;
- /* rotate it around the center of the texture; you can rotate it from a different point, too! */
- center.x = texture_width / 2.0f;
- center.y = texture_height / 2.0f;
- SDL_RenderTextureRotated(renderer, texture, NULL, &dst_rect, rotation, ¢er, SDL_FLIP_NONE);
- /* this next whole thing is _super_ expensive. Seriously, don't do this in real life. */
- /* Download the pixels of what has just been rendered. This has to wait for the GPU to finish rendering it and everything before it,
- and then make an expensive copy from the GPU to system RAM! */
- surface = SDL_RenderReadPixels(renderer, NULL);
- /* This is also expensive, but easier: convert the pixels to a format we want. */
- if (surface && (surface->format != SDL_PIXELFORMAT_RGBA8888) && (surface->format != SDL_PIXELFORMAT_BGRA8888)) {
- SDL_Surface *converted = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_RGBA8888);
- SDL_DestroySurface(surface);
- surface = converted;
- }
- if (surface) {
- /* Rebuild converted_texture if the dimensions have changed (window resized, etc). */
- if ((surface->w != converted_texture_width) || (surface->h != converted_texture_height)) {
- SDL_DestroyTexture(converted_texture);
- converted_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, surface->w, surface->h);
- if (!converted_texture) {
- SDL_Log("Couldn't (re)create conversion texture: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
- converted_texture_width = surface->w;
- converted_texture_height = surface->h;
- }
- /* Turn each pixel into either black or white. This is a lousy technique but it works here.
- In real life, something like Floyd-Steinberg dithering might work
- better: https://en.wikipedia.org/wiki/Floyd%E2%80%93Steinberg_dithering*/
- int x, y;
- for (y = 0; y < surface->h; y++) {
- Uint32 *pixels = (Uint32 *) (((Uint8 *) surface->pixels) + (y * surface->pitch));
- for (x = 0; x < surface->w; x++) {
- Uint8 *p = (Uint8 *) (&pixels[x]);
- const Uint32 average = (((Uint32) p[1]) + ((Uint32) p[2]) + ((Uint32) p[3])) / 3;
- if (average == 0) {
- p[0] = p[3] = 0xFF; p[1] = p[2] = 0; /* make pure black pixels red. */
- } else {
- p[1] = p[2] = p[3] = (average > 50) ? 0xFF : 0x00; /* make everything else either black or white. */
- }
- }
- }
- /* upload the processed pixels back into a texture. */
- SDL_UpdateTexture(converted_texture, NULL, surface->pixels, surface->pitch);
- SDL_DestroySurface(surface);
- /* draw the texture to the top-left of the screen. */
- dst_rect.x = dst_rect.y = 0.0f;
- dst_rect.w = ((float) WINDOW_WIDTH) / 4.0f;
- dst_rect.h = ((float) WINDOW_HEIGHT) / 4.0f;
- SDL_RenderTexture(renderer, converted_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(converted_texture);
- SDL_DestroyTexture(texture);
- /* SDL will clean up the window/renderer for us. */
- }
|