| /* |
| * 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 *png_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, SDL_WINDOW_RESIZABLE, &window, &renderer)) { |
| SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| SDL_SetRenderLogicalPresentation(renderer, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_LOGICAL_PRESENTATION_LETTERBOX); |
| |
| /* 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 .png into a surface, move it to a texture from there. */ |
| SDL_asprintf(&png_path, "%ssample.png", SDL_GetBasePath()); /* allocate a string of the full file path */ |
| surface = SDL_LoadPNG(png_path); |
| if (!surface) { |
| SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| SDL_free(png_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. */ |
| } |
| |