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examples: Added renderer/11-color-mods
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@ -130,6 +130,7 @@ add_sdl_example_executable(renderer-streaming-textures SOURCES renderer/07-strea
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add_sdl_example_executable(renderer-rotating-textures SOURCES renderer/08-rotating-textures/rotating-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
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add_sdl_example_executable(renderer-scaling-textures SOURCES renderer/09-scaling-textures/scaling-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
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add_sdl_example_executable(renderer-geometry SOURCES renderer/10-geometry/geometry.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
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add_sdl_example_executable(renderer-color-mods SOURCES renderer/11-color-mods/color-mods.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
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add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c)
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add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c)
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add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav)
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examples/renderer/11-color-mods/README.txt
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examples/renderer/11-color-mods/README.txt
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This example creates an SDL window and renderer, loads a texture from a
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.bmp file, and then draws it a few times each frame, adjusting the colors.
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examples/renderer/11-color-mods/color-mods.c
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examples/renderer/11-color-mods/color-mods.c
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/*
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* This example creates an SDL window and renderer, and then draws some
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* textures to it every frame, adjusting their color.
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_Texture *texture = NULL;
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static int texture_width = 0;
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static int texture_height = 0;
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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Surface *surface = NULL;
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char *bmp_path = NULL;
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/color-mods", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
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return SDL_APP_FAILURE;
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}
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/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
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engines refer to these as "sprites." We'll do a static texture (upload once, draw many
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(bmp_path);
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if (!surface) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load bitmap!", SDL_GetError(), NULL);
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (!texture) {
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SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create static texture!", SDL_GetError(), NULL);
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return SDL_APP_FAILURE;
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}
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SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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SDL_FRect dst_rect;
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const double now = ((double)SDL_GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */
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/* choose the modulation values for the center texture. The sine wave trick makes it fade between colors smoothly. */
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const float red = (float) (0.5 + 0.5 * SDL_sin(now));
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const float green = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3));
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const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3));
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/* as you can see from this, rendering draws over whatever was drawn before it. */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
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SDL_RenderClear(renderer); /* start with a blank canvas. */
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/* Just draw the static texture a few times. You can think of it like a
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stamp, there isn't a limit to the number of times you can draw with it. */
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/* Color modulation multiplies each pixel's red, green, and blue intensities by the mod values,
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so multiplying by 1.0f will leave a color intensity alone, 0.0f will shut off that color
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completely, etc. */
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/* top left; let's make this one blue! */
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dst_rect.x = 0.0f;
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dst_rect.y = 0.0f;
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dst_rect.w = (float) texture_width;
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dst_rect.h = (float) texture_height;
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SDL_SetTextureColorModFloat(texture, 0.0f, 0.0f, 1.0f); /* kill all red and green. */
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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/* center this one, and have it cycle through red/green/blue modulations. */
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dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
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dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
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dst_rect.w = (float) texture_width;
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dst_rect.h = (float) texture_height;
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SDL_SetTextureColorModFloat(texture, red, green, blue);
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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/* bottom right; let's make this one red! */
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dst_rect.x = (float) (WINDOW_WIDTH - texture_width);
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dst_rect.y = (float) (WINDOW_HEIGHT - texture_height);
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dst_rect.w = (float) texture_width;
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dst_rect.h = (float) texture_height;
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SDL_SetTextureColorModFloat(texture, 1.0f, 0.0f, 0.0f); /* kill all green and blue. */
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SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate)
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{
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SDL_DestroyTexture(texture);
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/* SDL will clean up the window/renderer for us. */
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}
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