testrendertarget.c (9513B)
1/* 2 Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org> 3 4 This software is provided 'as-is', without any express or implied 5 warranty. In no event will the authors be held liable for any damages 6 arising from the use of this software. 7 8 Permission is granted to anyone to use this software for any purpose, 9 including commercial applications, and to alter it and redistribute it 10 freely. 11*/ 12/* Simple program: Move N sprites around on the screen as fast as possible */ 13 14#include <stdlib.h> 15#include <stdio.h> 16#include <time.h> 17 18#include "SDL_test_common.h" 19 20 21static SDLTest_CommonState *state; 22 23typedef struct { 24 SDL_Window *window; 25 SDL_Renderer *renderer; 26 SDL_Texture *background; 27 SDL_Texture *sprite; 28 SDL_Rect sprite_rect; 29 int scale_direction; 30} DrawState; 31 32/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ 33static void 34quit(int rc) 35{ 36 SDLTest_CommonQuit(state); 37 exit(rc); 38} 39 40SDL_Texture * 41LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent) 42{ 43 SDL_Surface *temp; 44 SDL_Texture *texture; 45 46 /* Load the sprite image */ 47 temp = SDL_LoadBMP(file); 48 if (temp == NULL) { 49 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); 50 return NULL; 51 } 52 53 /* Set transparent pixel as the pixel at (0,0) */ 54 if (transparent) { 55 if (temp->format->palette) { 56 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels); 57 } else { 58 switch (temp->format->BitsPerPixel) { 59 case 15: 60 SDL_SetColorKey(temp, SDL_TRUE, 61 (*(Uint16 *) temp->pixels) & 0x00007FFF); 62 break; 63 case 16: 64 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels); 65 break; 66 case 24: 67 SDL_SetColorKey(temp, SDL_TRUE, 68 (*(Uint32 *) temp->pixels) & 0x00FFFFFF); 69 break; 70 case 32: 71 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels); 72 break; 73 } 74 } 75 } 76 77 /* Create textures from the image */ 78 texture = SDL_CreateTextureFromSurface(renderer, temp); 79 if (!texture) { 80 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); 81 SDL_FreeSurface(temp); 82 return NULL; 83 } 84 SDL_FreeSurface(temp); 85 86 /* We're ready to roll. :) */ 87 return texture; 88} 89 90SDL_bool 91DrawComposite(DrawState *s) 92{ 93 SDL_Rect viewport, R; 94 SDL_Texture *target; 95 96 static SDL_bool blend_tested = SDL_FALSE; 97 if (!blend_tested) { 98 SDL_Texture *A, *B; 99 Uint32 P; 100 101 A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1); 102 SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND); 103 104 B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1); 105 SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND); 106 107 SDL_SetRenderTarget(s->renderer, A); 108 SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80); 109 SDL_RenderFillRect(s->renderer, NULL); 110 111 SDL_SetRenderTarget(s->renderer, B); 112 SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00); 113 SDL_RenderFillRect(s->renderer, NULL); 114 SDL_RenderCopy(s->renderer, A, NULL, NULL); 115 SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P)); 116 117 SDL_Log("Blended pixel: 0x%8.8X\n", P); 118 119 SDL_DestroyTexture(A); 120 SDL_DestroyTexture(B); 121 blend_tested = SDL_TRUE; 122 } 123 124 SDL_RenderGetViewport(s->renderer, &viewport); 125 126 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h); 127 SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND); 128 SDL_SetRenderTarget(s->renderer, target); 129 130 /* Draw the background. 131 This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through. 132 */ 133 SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00); 134 SDL_RenderFillRect(s->renderer, NULL); 135 136 /* Scale and draw the sprite */ 137 s->sprite_rect.w += s->scale_direction; 138 s->sprite_rect.h += s->scale_direction; 139 if (s->scale_direction > 0) { 140 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) { 141 s->scale_direction = -1; 142 } 143 } else { 144 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) { 145 s->scale_direction = 1; 146 } 147 } 148 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2; 149 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2; 150 151 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect); 152 153 SDL_SetRenderTarget(s->renderer, NULL); 154 SDL_RenderCopy(s->renderer, s->background, NULL, NULL); 155 156 SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND); 157 SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80); 158 R.x = 0; 159 R.y = 0; 160 R.w = 100; 161 R.h = 100; 162 SDL_RenderFillRect(s->renderer, &R); 163 SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE); 164 165 SDL_RenderCopy(s->renderer, target, NULL, NULL); 166 SDL_DestroyTexture(target); 167 168 /* Update the screen! */ 169 SDL_RenderPresent(s->renderer); 170 return SDL_TRUE; 171} 172 173SDL_bool 174Draw(DrawState *s) 175{ 176 SDL_Rect viewport; 177 SDL_Texture *target; 178 179 SDL_RenderGetViewport(s->renderer, &viewport); 180 181 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h); 182 if (!target) { 183 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError()); 184 return SDL_FALSE; 185 } 186 SDL_SetRenderTarget(s->renderer, target); 187 188 /* Draw the background */ 189 SDL_RenderCopy(s->renderer, s->background, NULL, NULL); 190 191 /* Scale and draw the sprite */ 192 s->sprite_rect.w += s->scale_direction; 193 s->sprite_rect.h += s->scale_direction; 194 if (s->scale_direction > 0) { 195 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) { 196 s->scale_direction = -1; 197 } 198 } else { 199 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) { 200 s->scale_direction = 1; 201 } 202 } 203 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2; 204 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2; 205 206 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect); 207 208 SDL_SetRenderTarget(s->renderer, NULL); 209 SDL_RenderCopy(s->renderer, target, NULL, NULL); 210 SDL_DestroyTexture(target); 211 212 /* Update the screen! */ 213 SDL_RenderPresent(s->renderer); 214 return SDL_TRUE; 215} 216 217int 218main(int argc, char *argv[]) 219{ 220 DrawState *drawstates; 221 int i, done; 222 SDL_Event event; 223 int frames; 224 Uint32 then, now; 225 SDL_bool test_composite = SDL_FALSE; 226 227 /* Enable standard application logging */ 228 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); 229 230 /* Initialize test framework */ 231 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); 232 if (!state) { 233 return 1; 234 } 235 for (i = 1; i < argc;) { 236 int consumed; 237 238 consumed = SDLTest_CommonArg(state, i); 239 if (consumed == 0) { 240 consumed = -1; 241 if (SDL_strcasecmp(argv[i], "--composite") == 0) { 242 test_composite = SDL_TRUE; 243 consumed = 1; 244 } 245 } 246 if (consumed < 0) { 247 SDL_Log("Usage: %s %s [--composite]\n", 248 argv[0], SDLTest_CommonUsage(state)); 249 quit(1); 250 } 251 i += consumed; 252 } 253 if (!SDLTest_CommonInit(state)) { 254 quit(2); 255 } 256 257 drawstates = SDL_stack_alloc(DrawState, state->num_windows); 258 for (i = 0; i < state->num_windows; ++i) { 259 DrawState *drawstate = &drawstates[i]; 260 261 drawstate->window = state->windows[i]; 262 drawstate->renderer = state->renderers[i]; 263 if (test_composite) { 264 drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE); 265 } else { 266 drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE); 267 } 268 drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE); 269 if (!drawstate->sprite || !drawstate->background) { 270 quit(2); 271 } 272 SDL_QueryTexture(drawstate->sprite, NULL, NULL, 273 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h); 274 drawstate->scale_direction = 1; 275 } 276 277 /* Main render loop */ 278 frames = 0; 279 then = SDL_GetTicks(); 280 done = 0; 281 while (!done) { 282 /* Check for events */ 283 ++frames; 284 while (SDL_PollEvent(&event)) { 285 SDLTest_CommonEvent(state, &event, &done); 286 } 287 for (i = 0; i < state->num_windows; ++i) { 288 if (state->windows[i] == NULL) 289 continue; 290 if (test_composite) { 291 if (!DrawComposite(&drawstates[i])) done = 1; 292 } else { 293 if (!Draw(&drawstates[i])) done = 1; 294 } 295 } 296 } 297 298 /* Print out some timing information */ 299 now = SDL_GetTicks(); 300 if (now > then) { 301 double fps = ((double) frames * 1000) / (now - then); 302 SDL_Log("%2.2f frames per second\n", fps); 303 } 304 305 SDL_stack_free(drawstates); 306 307 quit(0); 308 return 0; 309} 310 311/* vi: set ts=4 sw=4 expandtab: */