testrendertarget.c
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/*
Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* Simple program: Move N sprites around on the screen as fast as possible */
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#include "SDL_test_common.h"
static SDLTest_CommonState *state;
typedef struct {
SDL_Window *window;
SDL_Renderer *renderer;
SDL_Texture *background;
SDL_Texture *sprite;
SDL_Rect sprite_rect;
int scale_direction;
} DrawState;
DrawState *drawstates;
int done;
SDL_bool test_composite = SDL_FALSE;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
SDLTest_CommonQuit(state);
exit(rc);
}
SDL_Texture *
LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
{
SDL_Surface *temp;
SDL_Texture *texture;
/* Load the sprite image */
temp = SDL_LoadBMP(file);
if (temp == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
return NULL;
}
/* Set transparent pixel as the pixel at (0,0) */
if (transparent) {
if (temp->format->palette) {
SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
} else {
switch (temp->format->BitsPerPixel) {
case 15:
SDL_SetColorKey(temp, SDL_TRUE,
(*(Uint16 *) temp->pixels) & 0x00007FFF);
break;
case 16:
SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
break;
case 24:
SDL_SetColorKey(temp, SDL_TRUE,
(*(Uint32 *) temp->pixels) & 0x00FFFFFF);
break;
case 32:
SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
break;
}
}
}
/* Create textures from the image */
texture = SDL_CreateTextureFromSurface(renderer, temp);
if (!texture) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
SDL_FreeSurface(temp);
return NULL;
}
SDL_FreeSurface(temp);
/* We're ready to roll. :) */
return texture;
}
SDL_bool
DrawComposite(DrawState *s)
{
SDL_Rect viewport, R;
SDL_Texture *target;
static SDL_bool blend_tested = SDL_FALSE;
if (!blend_tested) {
SDL_Texture *A, *B;
Uint32 P;
A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND);
B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND);
SDL_SetRenderTarget(s->renderer, A);
SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80);
SDL_RenderFillRect(s->renderer, NULL);
SDL_SetRenderTarget(s->renderer, B);
SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderFillRect(s->renderer, NULL);
SDL_RenderCopy(s->renderer, A, NULL, NULL);
SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
SDL_Log("Blended pixel: 0x%8.8X\n", P);
SDL_DestroyTexture(A);
SDL_DestroyTexture(B);
blend_tested = SDL_TRUE;
}
SDL_RenderGetViewport(s->renderer, &viewport);
target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
SDL_SetRenderTarget(s->renderer, target);
/* Draw the background.
This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
*/
SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
SDL_RenderFillRect(s->renderer, NULL);
/* Scale and draw the sprite */
s->sprite_rect.w += s->scale_direction;
s->sprite_rect.h += s->scale_direction;
if (s->scale_direction > 0) {
if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
s->scale_direction = -1;
}
} else {
if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
s->scale_direction = 1;
}
}
s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
SDL_SetRenderTarget(s->renderer, NULL);
SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
R.x = 0;
R.y = 0;
R.w = 100;
R.h = 100;
SDL_RenderFillRect(s->renderer, &R);
SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
SDL_RenderCopy(s->renderer, target, NULL, NULL);
SDL_DestroyTexture(target);
/* Update the screen! */
SDL_RenderPresent(s->renderer);
return SDL_TRUE;
}
SDL_bool
Draw(DrawState *s)
{
SDL_Rect viewport;
SDL_Texture *target;
SDL_RenderGetViewport(s->renderer, &viewport);
target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
if (!target) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
return SDL_FALSE;
}
SDL_SetRenderTarget(s->renderer, target);
/* Draw the background */
SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
/* Scale and draw the sprite */
s->sprite_rect.w += s->scale_direction;
s->sprite_rect.h += s->scale_direction;
if (s->scale_direction > 0) {
if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
s->scale_direction = -1;
}
} else {
if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
s->scale_direction = 1;
}
}
s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
SDL_SetRenderTarget(s->renderer, NULL);
SDL_RenderCopy(s->renderer, target, NULL, NULL);
SDL_DestroyTexture(target);
/* Update the screen! */
SDL_RenderPresent(s->renderer);
return SDL_TRUE;
}
void
loop()
{
int i;
SDL_Event event;
/* Check for events */
while (SDL_PollEvent(&event)) {
SDLTest_CommonEvent(state, &event, &done);
}
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL)
continue;
if (test_composite) {
if (!DrawComposite(&drawstates[i])) done = 1;
} else {
if (!Draw(&drawstates[i])) done = 1;
}
}
#ifdef __EMSCRIPTEN__
if (done) {
emscripten_cancel_main_loop();
}
#endif
}
int
main(int argc, char *argv[])
{
int i;
int frames;
Uint32 then, now;
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
if (!state) {
return 1;
}
for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_CommonArg(state, i);
if (consumed == 0) {
consumed = -1;
if (SDL_strcasecmp(argv[i], "--composite") == 0) {
test_composite = SDL_TRUE;
consumed = 1;
}
}
if (consumed < 0) {
SDL_Log("Usage: %s %s [--composite]\n",
argv[0], SDLTest_CommonUsage(state));
quit(1);
}
i += consumed;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
}
drawstates = SDL_stack_alloc(DrawState, state->num_windows);
for (i = 0; i < state->num_windows; ++i) {
DrawState *drawstate = &drawstates[i];
drawstate->window = state->windows[i];
drawstate->renderer = state->renderers[i];
if (test_composite) {
drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE);
} else {
drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
}
drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
if (!drawstate->sprite || !drawstate->background) {
quit(2);
}
SDL_QueryTexture(drawstate->sprite, NULL, NULL,
&drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
drawstate->scale_direction = 1;
}
/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(loop, 0, 1);
#else
while (!done) {
++frames;
loop();
}
#endif
/* Print out some timing information */
now = SDL_GetTicks();
if (now > then) {
double fps = ((double) frames * 1000) / (now - then);
SDL_Log("%2.2f frames per second\n", fps);
}
SDL_stack_free(drawstates);
quit(0);
return 0;
}
/* vi: set ts=4 sw=4 expandtab: */
SDL_CreateTexture
#define SDL_CreateTexture
Definition: SDL_dynapi_overrides.h:306
SDL_RenderReadPixels
#define SDL_RenderReadPixels
Definition: SDL_dynapi_overrides.h:345
DrawState::renderer
SDL_Renderer * renderer
Definition: testrendercopyex.c:29
SDL_PIXELFORMAT_ARGB8888
Definition: SDL_pixels.h:248
SDL_PollEvent
#define SDL_PollEvent
Definition: SDL_dynapi_overrides.h:122
SDL_GetError
#define SDL_GetError
Definition: SDL_dynapi_overrides.h:113
DrawState::sprite_rect
SDL_Rect sprite_rect
Definition: testrendercopyex.c:32
SDL_TRUE
Definition: SDL_stdinc.h:142
s
GLdouble s
Definition: SDL_opengl.h:2063
SDL_SetRenderTarget
#define SDL_SetRenderTarget
Definition: SDL_dynapi_overrides.h:320
SDL_LoadBMP
#define SDL_LoadBMP(file)
Definition: SDL_surface.h:200
SDL_BLENDMODE_NONE
Definition: SDL_blendmode.h:42
SDLTest_CommonCreateState
SDLTest_CommonState * SDLTest_CommonCreateState(char **argv, Uint32 flags)
Parse command line parameters and create common state.
Definition: SDL_test_common.c:48
SDL_FALSE
Definition: SDL_stdinc.h:141
SDL_RenderFillRect
#define SDL_RenderFillRect
Definition: SDL_dynapi_overrides.h:341
SDLTest_CommonArg
int SDLTest_CommonArg(SDLTest_CommonState *state, int index)
Process one common argument.
Definition: SDL_test_common.c:106
SDL_Surface
A collection of pixels used in software blitting.
Definition: SDL_surface.h:69
SDL_SetTextureBlendMode
#define SDL_SetTextureBlendMode
Definition: SDL_dynapi_overrides.h:313
SDL_SetRenderDrawBlendMode
#define SDL_SetRenderDrawBlendMode
Definition: SDL_dynapi_overrides.h:332
SDL_Renderer
Definition: SDL_sysrender.h:76
quit
static void quit(int rc)
Definition: testrendertarget.c:42
main
int main(int argc, char *argv[])
Definition: testrendertarget.c:252
background
SDL_Texture * background
Definition: testgamecontroller.c:67
Uint32
uint32_t Uint32
Definition: SDL_stdinc.h:181
SDL_strcasecmp
#define SDL_strcasecmp
Definition: SDL_dynapi_overrides.h:419
SDL_test_common.h
SDLTest_CommonInit
SDL_bool SDLTest_CommonInit(SDLTest_CommonState *state)
Open test window.
Definition: SDL_test_common.c:726
DrawComposite
SDL_bool DrawComposite(DrawState *s)
Definition: testrendertarget.c:99
DrawState::window
SDL_Window * window
Definition: testrendercopyex.c:28
SDL_Texture
Definition: SDL_sysrender.h:49
test_composite
SDL_bool test_composite
Definition: testrendertarget.c:38
SDLTest_CommonState::windows
SDL_Window ** windows
Definition: SDL_test_common.h:78
SDL_LogError
#define SDL_LogError
Definition: SDL_dynapi_overrides.h:36
SDLTest_CommonState::num_windows
int num_windows
Definition: SDL_test_common.h:77
SDL_RenderCopy
#define SDL_RenderCopy
Definition: SDL_dynapi_overrides.h:343
SDL_Log
#define SDL_Log
Definition: SDL_dynapi_overrides.h:31
texture
GLenum GLenum GLuint texture
Definition: SDL_opengl_glext.h:1178
DrawState::scale_direction
int scale_direction
Definition: testrendercopyex.c:33
SDL_CreateTextureFromSurface
#define SDL_CreateTextureFromSurface
Definition: SDL_dynapi_overrides.h:307
SDLTest_CommonEvent
void SDLTest_CommonEvent(SDLTest_CommonState *state, SDL_Event *event, int *done)
Common event handler for test windows.
Definition: SDL_test_common.c:1425
SDL_GetTicks
Uint32 SDL_GetTicks(void)
Get the number of milliseconds since the SDL library initialization.
SDL_Surface::pixels
void * pixels
Definition: SDL_surface.h:75
SDL_FreeSurface
#define SDL_FreeSurface
Definition: SDL_dynapi_overrides.h:446
renderer
static SDL_Renderer * renderer
Definition: testaudiocapture.c:21
Uint8
uint8_t Uint8
Definition: SDL_stdinc.h:157
SDL_stack_alloc
#define SDL_stack_alloc(type, count)
Definition: SDL_stdinc.h:354
event
struct _cl_event * event
Definition: SDL_opengl_glext.h:2649
SDL_PixelFormat::BitsPerPixel
Uint8 BitsPerPixel
Definition: SDL_pixels.h:319
SDL_QueryTexture
#define SDL_QueryTexture
Definition: SDL_dynapi_overrides.h:308
loop
void loop()
Definition: testrendertarget.c:226
SDL_RenderGetViewport
#define SDL_RenderGetViewport
Definition: SDL_dynapi_overrides.h:325
SDL_SetColorKey
#define SDL_SetColorKey
Definition: SDL_dynapi_overrides.h:453
SDL_LOG_PRIORITY_INFO
Definition: SDL_log.h:106
SDL_Rect::x
int x
Definition: SDL_rect.h:66
SDLTest_CommonUsage
const char * SDLTest_CommonUsage(SDLTest_CommonState *state)
Returns common usage information.
Definition: SDL_test_common.c:478
SDL_Rect::w
int w
Definition: SDL_rect.h:67
DrawState
Definition: testrendercopyex.c:27
SDLTest_CommonState
Definition: SDL_test_common.h:51
state
static SDLTest_CommonState * state
Definition: testrendertarget.c:25
SDLTest_CommonState::renderers
SDL_Renderer ** renderers
Definition: SDL_test_common.h:84
i
return Display return Display Bool Bool int int int return Display XEvent Bool(*) XPointer return Display return Display Drawable _Xconst char unsigned int unsigned int return Display Pixmap Pixmap XColor XColor unsigned int unsigned int return Display _Xconst char char int char return Display Visual unsigned int int int char unsigned int unsigned int in i)
Definition: SDL_x11sym.h:50
target
GLenum target
Definition: SDL_opengl_glext.h:1551
SDL_LogSetPriority
#define SDL_LogSetPriority
Definition: SDL_dynapi_overrides.h:236
NULL
#define NULL
Definition: begin_code.h:164
SDL_bool
SDL_bool
Definition: SDL_stdinc.h:139
SDL_Surface::format
SDL_PixelFormat * format
Definition: SDL_surface.h:72
drawstates
DrawState * drawstates
Definition: testrendertarget.c:36
LoadTexture
SDL_Texture * LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
Definition: testrendertarget.c:49
window
EGLSurface EGLNativeWindowType * window
Definition: eglext.h:1025
SDL_DestroyTexture
#define SDL_DestroyTexture
Definition: SDL_dynapi_overrides.h:347
SDL_Rect::h
int h
Definition: SDL_rect.h:67
sprite
static SDL_Texture * sprite
Definition: testspriteminimal.c:29
SDL_Window
The type used to identify a window.
Definition: SDL_sysvideo.h:73
viewport
SDL_Rect viewport
Definition: testviewport.c:28
DrawState::sprite
SDL_Texture * sprite
Definition: testrendercopyex.c:31
SDL_TEXTUREACCESS_TARGET
Definition: SDL_render.h:95
Uint16
uint16_t Uint16
Definition: SDL_stdinc.h:169
SDL_Event
General event structure.
Definition: SDL_events.h:525
SDL_SetRenderDrawColor
#define SDL_SetRenderDrawColor
Definition: SDL_dynapi_overrides.h:330
SDL_PixelFormat::palette
SDL_Palette * palette
Definition: SDL_pixels.h:318
DrawState::background
SDL_Texture * background
Definition: testrendercopyex.c:30
SDL_stack_free
#define SDL_stack_free(data)
Definition: SDL_stdinc.h:355
Draw
SDL_bool Draw(DrawState *s)
Definition: testrendertarget.c:182
SDL_LOG_CATEGORY_APPLICATION
Definition: SDL_log.h:66
done
int done
Definition: testrendertarget.c:37
SDL_Rect::y
int y
Definition: SDL_rect.h:66
SDLTest_CommonQuit
void SDLTest_CommonQuit(SDLTest_CommonState *state)
Close test window.
Definition: SDL_test_common.c:1751
SDL_INIT_VIDEO
#define SDL_INIT_VIDEO
Definition: SDL.h:78
SDL_Rect
A rectangle, with the origin at the upper left.
Definition: SDL_rect.h:64
SDL_RenderPresent
#define SDL_RenderPresent
Definition: SDL_dynapi_overrides.h:346
SDL_BLENDMODE_BLEND
Definition: SDL_blendmode.h:44