cscg22-gearboy

CSCG 2022 Challenge 'Gearboy'
git clone https://git.sinitax.com/sinitax/cscg22-gearboy
Log | Files | Refs | sfeed.txt

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: */