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-rw-r--r--src/contrib/SDL-3.2.20/examples/renderer/10-geometry/README.txt3
-rw-r--r--src/contrib/SDL-3.2.20/examples/renderer/10-geometry/geometry.c166
-rw-r--r--src/contrib/SDL-3.2.20/examples/renderer/10-geometry/onmouseover.webpbin0 -> 119254 bytes
-rw-r--r--src/contrib/SDL-3.2.20/examples/renderer/10-geometry/thumbnail.pngbin0 -> 57164 bytes
4 files changed, 169 insertions, 0 deletions
diff --git a/src/contrib/SDL-3.2.20/examples/renderer/10-geometry/README.txt b/src/contrib/SDL-3.2.20/examples/renderer/10-geometry/README.txt
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+++ b/src/contrib/SDL-3.2.20/examples/renderer/10-geometry/README.txt
@@ -0,0 +1,3 @@
1This example creates an SDL window and renderer, loads a texture from a .bmp
2file, and then draws geometry (arbitrary polygons) using it.
3
diff --git a/src/contrib/SDL-3.2.20/examples/renderer/10-geometry/geometry.c b/src/contrib/SDL-3.2.20/examples/renderer/10-geometry/geometry.c
new file mode 100644
index 0000000..77ff863
--- /dev/null
+++ b/src/contrib/SDL-3.2.20/examples/renderer/10-geometry/geometry.c
@@ -0,0 +1,166 @@
1/*
2 * This example creates an SDL window and renderer, and then draws some
3 * geometry (arbitrary polygons) to it every frame.
4 *
5 * This code is public domain. Feel free to use it for any purpose!
6 */
7
8#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
9#include <SDL3/SDL.h>
10#include <SDL3/SDL_main.h>
11
12/* We will use this renderer to draw into this window every frame. */
13static SDL_Window *window = NULL;
14static SDL_Renderer *renderer = NULL;
15static SDL_Texture *texture = NULL;
16static int texture_width = 0;
17static int texture_height = 0;
18
19#define WINDOW_WIDTH 640
20#define WINDOW_HEIGHT 480
21
22/* This function runs once at startup. */
23SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
24{
25 SDL_Surface *surface = NULL;
26 char *bmp_path = NULL;
27
28 SDL_SetAppMetadata("Example Renderer Geometry", "1.0", "com.example.renderer-geometry");
29
30 if (!SDL_Init(SDL_INIT_VIDEO)) {
31 SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
32 return SDL_APP_FAILURE;
33 }
34
35 if (!SDL_CreateWindowAndRenderer("examples/renderer/geometry", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
36 SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
37 return SDL_APP_FAILURE;
38 }
39
40 /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
41 engines refer to these as "sprites." We'll do a static texture (upload once, draw many
42 times) with data from a bitmap file. */
43
44 /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
45 Load a .bmp into a surface, move it to a texture from there. */
46 SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
47 surface = SDL_LoadBMP(bmp_path);
48 if (!surface) {
49 SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
50 return SDL_APP_FAILURE;
51 }
52
53 SDL_free(bmp_path); /* done with this, the file is loaded. */
54
55 texture_width = surface->w;
56 texture_height = surface->h;
57
58 texture = SDL_CreateTextureFromSurface(renderer, surface);
59 if (!texture) {
60 SDL_Log("Couldn't create static texture: %s", SDL_GetError());
61 return SDL_APP_FAILURE;
62 }
63
64 SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
65
66 return SDL_APP_CONTINUE; /* carry on with the program! */
67}
68
69/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
70SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
71{
72 if (event->type == SDL_EVENT_QUIT) {
73 return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
74 }
75 return SDL_APP_CONTINUE; /* carry on with the program! */
76}
77
78/* This function runs once per frame, and is the heart of the program. */
79SDL_AppResult SDL_AppIterate(void *appstate)
80{
81 const Uint64 now = SDL_GetTicks();
82
83 /* we'll have the triangle grow and shrink over a few seconds. */
84 const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f;
85 const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction;
86 const float size = 200.0f + (200.0f * scale);
87
88 SDL_Vertex vertices[4];
89 int i;
90
91 /* as you can see from this, rendering draws over whatever was drawn before it. */
92 SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */
93 SDL_RenderClear(renderer); /* start with a blank canvas. */
94
95 /* Draw a single triangle with a different color at each vertex. Center this one and make it grow and shrink. */
96 /* You always draw triangles with this, but you can string triangles together to form polygons. */
97 SDL_zeroa(vertices);
98 vertices[0].position.x = ((float) WINDOW_WIDTH) / 2.0f;
99 vertices[0].position.y = (((float) WINDOW_HEIGHT) - size) / 2.0f;
100 vertices[0].color.r = 1.0f;
101 vertices[0].color.a = 1.0f;
102 vertices[1].position.x = (((float) WINDOW_WIDTH) + size) / 2.0f;
103 vertices[1].position.y = (((float) WINDOW_HEIGHT) + size) / 2.0f;
104 vertices[1].color.g = 1.0f;
105 vertices[1].color.a = 1.0f;
106 vertices[2].position.x = (((float) WINDOW_WIDTH) - size) / 2.0f;
107 vertices[2].position.y = (((float) WINDOW_HEIGHT) + size) / 2.0f;
108 vertices[2].color.b = 1.0f;
109 vertices[2].color.a = 1.0f;
110
111 SDL_RenderGeometry(renderer, NULL, vertices, 3, NULL, 0);
112
113 /* you can also map a texture to the geometry! Texture coordinates go from 0.0f to 1.0f. That will be the location
114 in the texture bound to this vertex. */
115 SDL_zeroa(vertices);
116 vertices[0].position.x = 10.0f;
117 vertices[0].position.y = 10.0f;
118 vertices[0].color.r = vertices[0].color.g = vertices[0].color.b = vertices[0].color.a = 1.0f;
119 vertices[0].tex_coord.x = 0.0f;
120 vertices[0].tex_coord.y = 0.0f;
121 vertices[1].position.x = 150.0f;
122 vertices[1].position.y = 10.0f;
123 vertices[1].color.r = vertices[1].color.g = vertices[1].color.b = vertices[1].color.a = 1.0f;
124 vertices[1].tex_coord.x = 1.0f;
125 vertices[1].tex_coord.y = 0.0f;
126 vertices[2].position.x = 10.0f;
127 vertices[2].position.y = 150.0f;
128 vertices[2].color.r = vertices[2].color.g = vertices[2].color.b = vertices[2].color.a = 1.0f;
129 vertices[2].tex_coord.x = 0.0f;
130 vertices[2].tex_coord.y = 1.0f;
131 SDL_RenderGeometry(renderer, texture, vertices, 3, NULL, 0);
132
133 /* Did that only draw half of the texture? You can do multiple triangles sharing some vertices,
134 using indices, to get the whole thing on the screen: */
135
136 /* Let's just move this over so it doesn't overlap... */
137 for (i = 0; i < 3; i++) {
138 vertices[i].position.x += 450;
139 }
140
141 /* we need one more vertex, since the two triangles can share two of them. */
142 vertices[3].position.x = 600.0f;
143 vertices[3].position.y = 150.0f;
144 vertices[3].color.r = vertices[3].color.g = vertices[3].color.b = vertices[3].color.a = 1.0f;
145 vertices[3].tex_coord.x = 1.0f;
146 vertices[3].tex_coord.y = 1.0f;
147
148 /* And an index to tell it to reuse some of the vertices between triangles... */
149 {
150 /* 4 vertices, but 6 actual places they used. Indices need less bandwidth to transfer and can reorder vertices easily! */
151 const int indices[] = { 0, 1, 2, 1, 2, 3 };
152 SDL_RenderGeometry(renderer, texture, vertices, 4, indices, SDL_arraysize(indices));
153 }
154
155 SDL_RenderPresent(renderer); /* put it all on the screen! */
156
157 return SDL_APP_CONTINUE; /* carry on with the program! */
158}
159
160/* This function runs once at shutdown. */
161void SDL_AppQuit(void *appstate, SDL_AppResult result)
162{
163 SDL_DestroyTexture(texture);
164 /* SDL will clean up the window/renderer for us. */
165}
166
diff --git a/src/contrib/SDL-3.2.20/examples/renderer/10-geometry/onmouseover.webp b/src/contrib/SDL-3.2.20/examples/renderer/10-geometry/onmouseover.webp
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index 0000000..37a518c
--- /dev/null
+++ b/src/contrib/SDL-3.2.20/examples/renderer/10-geometry/onmouseover.webp
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diff --git a/src/contrib/SDL-3.2.20/examples/renderer/10-geometry/thumbnail.png b/src/contrib/SDL-3.2.20/examples/renderer/10-geometry/thumbnail.png
new file mode 100644
index 0000000..89195fb
--- /dev/null
+++ b/src/contrib/SDL-3.2.20/examples/renderer/10-geometry/thumbnail.png
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