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/*
* 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 *bmp_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, 0, &window, &renderer)) {
SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
/* 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 .bmp into a surface, move it to a texture from there. */
SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
surface = SDL_LoadBMP(bmp_path);
if (!surface) {
SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
return SDL_APP_FAILURE;
}
SDL_free(bmp_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. */
}
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