diff options
author | 3gg <3gg@shellblade.net> | 2025-08-30 16:53:58 -0700 |
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committer | 3gg <3gg@shellblade.net> | 2025-08-30 16:53:58 -0700 |
commit | 6aaedb813fa11ba0679c3051bc2eb28646b9506c (patch) | |
tree | 34acbfc9840e02cb4753e6306ea7ce978bf8b58e /src/contrib/SDL-3.2.20/examples/renderer/17-read-pixels/read-pixels.c | |
parent | 8f228ade99dd3d4c8da9b78ade1815c9adf85c8f (diff) |
Update to SDL3
Diffstat (limited to 'src/contrib/SDL-3.2.20/examples/renderer/17-read-pixels/read-pixels.c')
-rw-r--r-- | src/contrib/SDL-3.2.20/examples/renderer/17-read-pixels/read-pixels.c | 178 |
1 files changed, 178 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/examples/renderer/17-read-pixels/read-pixels.c b/src/contrib/SDL-3.2.20/examples/renderer/17-read-pixels/read-pixels.c new file mode 100644 index 0000000..556b490 --- /dev/null +++ b/src/contrib/SDL-3.2.20/examples/renderer/17-read-pixels/read-pixels.c | |||
@@ -0,0 +1,178 @@ | |||
1 | /* | ||
2 | * This example creates an SDL window and renderer, and draws a | ||
3 | * rotating texture to it, reads back the rendered pixels, converts them to | ||
4 | * black and white, and then draws the converted image to a corner of the | ||
5 | * screen. | ||
6 | * | ||
7 | * This isn't necessarily an efficient thing to do--in real life one might | ||
8 | * want to do this sort of thing with a render target--but it's just a visual | ||
9 | * example of how to use SDL_RenderReadPixels(). | ||
10 | * | ||
11 | * This code is public domain. Feel free to use it for any purpose! | ||
12 | */ | ||
13 | |||
14 | #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */ | ||
15 | #include <SDL3/SDL.h> | ||
16 | #include <SDL3/SDL_main.h> | ||
17 | |||
18 | /* We will use this renderer to draw into this window every frame. */ | ||
19 | static SDL_Window *window = NULL; | ||
20 | static SDL_Renderer *renderer = NULL; | ||
21 | static SDL_Texture *texture = NULL; | ||
22 | static int texture_width = 0; | ||
23 | static int texture_height = 0; | ||
24 | static SDL_Texture *converted_texture = NULL; | ||
25 | static int converted_texture_width = 0; | ||
26 | static int converted_texture_height = 0; | ||
27 | |||
28 | #define WINDOW_WIDTH 640 | ||
29 | #define WINDOW_HEIGHT 480 | ||
30 | |||
31 | /* This function runs once at startup. */ | ||
32 | SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[]) | ||
33 | { | ||
34 | SDL_Surface *surface = NULL; | ||
35 | char *bmp_path = NULL; | ||
36 | |||
37 | SDL_SetAppMetadata("Example Renderer Read Pixels", "1.0", "com.example.renderer-read-pixels"); | ||
38 | |||
39 | if (!SDL_Init(SDL_INIT_VIDEO)) { | ||
40 | SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); | ||
41 | return SDL_APP_FAILURE; | ||
42 | } | ||
43 | |||
44 | if (!SDL_CreateWindowAndRenderer("examples/renderer/read-pixels", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { | ||
45 | SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); | ||
46 | return SDL_APP_FAILURE; | ||
47 | } | ||
48 | |||
49 | /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D | ||
50 | engines refer to these as "sprites." We'll do a static texture (upload once, draw many | ||
51 | times) with data from a bitmap file. */ | ||
52 | |||
53 | /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access. | ||
54 | Load a .bmp into a surface, move it to a texture from there. */ | ||
55 | SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */ | ||
56 | surface = SDL_LoadBMP(bmp_path); | ||
57 | if (!surface) { | ||
58 | SDL_Log("Couldn't load bitmap: %s", SDL_GetError()); | ||
59 | return SDL_APP_FAILURE; | ||
60 | } | ||
61 | |||
62 | SDL_free(bmp_path); /* done with this, the file is loaded. */ | ||
63 | |||
64 | texture_width = surface->w; | ||
65 | texture_height = surface->h; | ||
66 | |||
67 | texture = SDL_CreateTextureFromSurface(renderer, surface); | ||
68 | if (!texture) { | ||
69 | SDL_Log("Couldn't create static texture: %s", SDL_GetError()); | ||
70 | return SDL_APP_FAILURE; | ||
71 | } | ||
72 | |||
73 | SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */ | ||
74 | |||
75 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
76 | } | ||
77 | |||
78 | /* This function runs when a new event (mouse input, keypresses, etc) occurs. */ | ||
79 | SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) | ||
80 | { | ||
81 | if (event->type == SDL_EVENT_QUIT) { | ||
82 | return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */ | ||
83 | } | ||
84 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
85 | } | ||
86 | |||
87 | /* This function runs once per frame, and is the heart of the program. */ | ||
88 | SDL_AppResult SDL_AppIterate(void *appstate) | ||
89 | { | ||
90 | const Uint64 now = SDL_GetTicks(); | ||
91 | SDL_Surface *surface; | ||
92 | SDL_FPoint center; | ||
93 | SDL_FRect dst_rect; | ||
94 | |||
95 | /* we'll have a texture rotate around over 2 seconds (2000 milliseconds). 360 degrees in a circle! */ | ||
96 | const float rotation = (((float) ((int) (now % 2000))) / 2000.0f) * 360.0f; | ||
97 | |||
98 | /* as you can see from this, rendering draws over whatever was drawn before it. */ | ||
99 | SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */ | ||
100 | SDL_RenderClear(renderer); /* start with a blank canvas. */ | ||
101 | |||
102 | /* Center this one, and draw it with some rotation so it spins! */ | ||
103 | dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f; | ||
104 | dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f; | ||
105 | dst_rect.w = (float) texture_width; | ||
106 | dst_rect.h = (float) texture_height; | ||
107 | /* rotate it around the center of the texture; you can rotate it from a different point, too! */ | ||
108 | center.x = texture_width / 2.0f; | ||
109 | center.y = texture_height / 2.0f; | ||
110 | SDL_RenderTextureRotated(renderer, texture, NULL, &dst_rect, rotation, ¢er, SDL_FLIP_NONE); | ||
111 | |||
112 | /* this next whole thing is _super_ expensive. Seriously, don't do this in real life. */ | ||
113 | |||
114 | /* Download the pixels of what has just been rendered. This has to wait for the GPU to finish rendering it and everything before it, | ||
115 | and then make an expensive copy from the GPU to system RAM! */ | ||
116 | surface = SDL_RenderReadPixels(renderer, NULL); | ||
117 | |||
118 | /* This is also expensive, but easier: convert the pixels to a format we want. */ | ||
119 | if (surface && (surface->format != SDL_PIXELFORMAT_RGBA8888) && (surface->format != SDL_PIXELFORMAT_BGRA8888)) { | ||
120 | SDL_Surface *converted = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_RGBA8888); | ||
121 | SDL_DestroySurface(surface); | ||
122 | surface = converted; | ||
123 | } | ||
124 | |||
125 | if (surface) { | ||
126 | /* Rebuild converted_texture if the dimensions have changed (window resized, etc). */ | ||
127 | if ((surface->w != converted_texture_width) || (surface->h != converted_texture_height)) { | ||
128 | SDL_DestroyTexture(converted_texture); | ||
129 | converted_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, surface->w, surface->h); | ||
130 | if (!converted_texture) { | ||
131 | SDL_Log("Couldn't (re)create conversion texture: %s", SDL_GetError()); | ||
132 | return SDL_APP_FAILURE; | ||
133 | } | ||
134 | converted_texture_width = surface->w; | ||
135 | converted_texture_height = surface->h; | ||
136 | } | ||
137 | |||
138 | /* Turn each pixel into either black or white. This is a lousy technique but it works here. | ||
139 | In real life, something like Floyd-Steinberg dithering might work | ||
140 | better: https://en.wikipedia.org/wiki/Floyd%E2%80%93Steinberg_dithering*/ | ||
141 | int x, y; | ||
142 | for (y = 0; y < surface->h; y++) { | ||
143 | Uint32 *pixels = (Uint32 *) (((Uint8 *) surface->pixels) + (y * surface->pitch)); | ||
144 | for (x = 0; x < surface->w; x++) { | ||
145 | Uint8 *p = (Uint8 *) (&pixels[x]); | ||
146 | const Uint32 average = (((Uint32) p[1]) + ((Uint32) p[2]) + ((Uint32) p[3])) / 3; | ||
147 | if (average == 0) { | ||
148 | p[0] = p[3] = 0xFF; p[1] = p[2] = 0; /* make pure black pixels red. */ | ||
149 | } else { | ||
150 | p[1] = p[2] = p[3] = (average > 50) ? 0xFF : 0x00; /* make everything else either black or white. */ | ||
151 | } | ||
152 | } | ||
153 | } | ||
154 | |||
155 | /* upload the processed pixels back into a texture. */ | ||
156 | SDL_UpdateTexture(converted_texture, NULL, surface->pixels, surface->pitch); | ||
157 | SDL_DestroySurface(surface); | ||
158 | |||
159 | /* draw the texture to the top-left of the screen. */ | ||
160 | dst_rect.x = dst_rect.y = 0.0f; | ||
161 | dst_rect.w = ((float) WINDOW_WIDTH) / 4.0f; | ||
162 | dst_rect.h = ((float) WINDOW_HEIGHT) / 4.0f; | ||
163 | SDL_RenderTexture(renderer, converted_texture, NULL, &dst_rect); | ||
164 | } | ||
165 | |||
166 | SDL_RenderPresent(renderer); /* put it all on the screen! */ | ||
167 | |||
168 | return SDL_APP_CONTINUE; /* carry on with the program! */ | ||
169 | } | ||
170 | |||
171 | /* This function runs once at shutdown. */ | ||
172 | void SDL_AppQuit(void *appstate, SDL_AppResult result) | ||
173 | { | ||
174 | SDL_DestroyTexture(converted_texture); | ||
175 | SDL_DestroyTexture(texture); | ||
176 | /* SDL will clean up the window/renderer for us. */ | ||
177 | } | ||
178 | |||