| /* |
| * This example creates an SDL window and renderer, and then draws some |
| * geometry (arbitrary polygons) to it every frame. |
| * |
| * 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; |
| |
| #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 Geometry", "1.0", "com.example.renderer-geometry"); |
| |
| if (!SDL_Init(SDL_INIT_VIDEO)) { |
| SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); |
| return SDL_APP_FAILURE; |
| } |
| |
| if (!SDL_CreateWindowAndRenderer("examples/renderer/geometry", 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(); |
| |
| /* we'll have the triangle grow and shrink over a few seconds. */ |
| const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f; |
| const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction; |
| const float size = 200.0f + (200.0f * scale); |
| |
| SDL_Vertex vertices[4]; |
| int i; |
| |
| /* 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. */ |
| |
| /* Draw a single triangle with a different color at each vertex. Center this one and make it grow and shrink. */ |
| /* You always draw triangles with this, but you can string triangles together to form polygons. */ |
| SDL_zeroa(vertices); |
| vertices[0].position.x = ((float) WINDOW_WIDTH) / 2.0f; |
| vertices[0].position.y = (((float) WINDOW_HEIGHT) - size) / 2.0f; |
| vertices[0].color.r = 1.0f; |
| vertices[0].color.a = 1.0f; |
| vertices[1].position.x = (((float) WINDOW_WIDTH) + size) / 2.0f; |
| vertices[1].position.y = (((float) WINDOW_HEIGHT) + size) / 2.0f; |
| vertices[1].color.g = 1.0f; |
| vertices[1].color.a = 1.0f; |
| vertices[2].position.x = (((float) WINDOW_WIDTH) - size) / 2.0f; |
| vertices[2].position.y = (((float) WINDOW_HEIGHT) + size) / 2.0f; |
| vertices[2].color.b = 1.0f; |
| vertices[2].color.a = 1.0f; |
| |
| SDL_RenderGeometry(renderer, NULL, vertices, 3, NULL, 0); |
| |
| /* you can also map a texture to the geometry! Texture coordinates go from 0.0f to 1.0f. That will be the location |
| in the texture bound to this vertex. */ |
| SDL_zeroa(vertices); |
| vertices[0].position.x = 10.0f; |
| vertices[0].position.y = 10.0f; |
| vertices[0].color.r = vertices[0].color.g = vertices[0].color.b = vertices[0].color.a = 1.0f; |
| vertices[0].tex_coord.x = 0.0f; |
| vertices[0].tex_coord.y = 0.0f; |
| vertices[1].position.x = 150.0f; |
| vertices[1].position.y = 10.0f; |
| vertices[1].color.r = vertices[1].color.g = vertices[1].color.b = vertices[1].color.a = 1.0f; |
| vertices[1].tex_coord.x = 1.0f; |
| vertices[1].tex_coord.y = 0.0f; |
| vertices[2].position.x = 10.0f; |
| vertices[2].position.y = 150.0f; |
| vertices[2].color.r = vertices[2].color.g = vertices[2].color.b = vertices[2].color.a = 1.0f; |
| vertices[2].tex_coord.x = 0.0f; |
| vertices[2].tex_coord.y = 1.0f; |
| SDL_RenderGeometry(renderer, texture, vertices, 3, NULL, 0); |
| |
| /* Did that only draw half of the texture? You can do multiple triangles sharing some vertices, |
| using indices, to get the whole thing on the screen: */ |
| |
| /* Let's just move this over so it doesn't overlap... */ |
| for (i = 0; i < 3; i++) { |
| vertices[i].position.x += 450; |
| } |
| |
| /* we need one more vertex, since the two triangles can share two of them. */ |
| vertices[3].position.x = 600.0f; |
| vertices[3].position.y = 150.0f; |
| vertices[3].color.r = vertices[3].color.g = vertices[3].color.b = vertices[3].color.a = 1.0f; |
| vertices[3].tex_coord.x = 1.0f; |
| vertices[3].tex_coord.y = 1.0f; |
| |
| /* And an index to tell it to reuse some of the vertices between triangles... */ |
| { |
| /* 4 vertices, but 6 actual places they used. Indices need less bandwidth to transfer and can reorder vertices easily! */ |
| const int indices[] = { 0, 1, 2, 1, 2, 3 }; |
| SDL_RenderGeometry(renderer, texture, vertices, 4, indices, SDL_arraysize(indices)); |
| } |
| |
| 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(texture); |
| /* SDL will clean up the window/renderer for us. */ |
| } |
| |