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179 lines
7.4 KiB
C
179 lines
7.4 KiB
C
/*
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* This example creates an SDL window and renderer, and draws a
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* rotating texture to it, reads back the rendered pixels, converts them to
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* black and white, and then draws the converted image to a corner of the
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* screen.
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*
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* This isn't necessarily an efficient thing to do--in real life one might
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* want to do this sort of thing with a render target--but it's just a visual
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* example of how to use SDL_RenderReadPixels().
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*
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* This code is public domain. Feel free to use it for any purpose!
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*/
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#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_Texture *texture = NULL;
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static int texture_width = 0;
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static int texture_height = 0;
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static SDL_Texture *converted_texture = NULL;
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static int converted_texture_width = 0;
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static int converted_texture_height = 0;
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#define WINDOW_WIDTH 640
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#define WINDOW_HEIGHT 480
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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SDL_Surface *surface = NULL;
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char *bmp_path = NULL;
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SDL_SetAppMetadata("Example Renderer Read Pixels", "1.0", "com.example.renderer-read-pixels");
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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if (!SDL_CreateWindowAndRenderer("examples/renderer/read-pixels", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
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SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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/* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
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engines refer to these as "sprites." We'll do a static texture (upload once, draw many
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times) with data from a bitmap file. */
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/* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
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Load a .bmp into a surface, move it to a texture from there. */
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SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
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surface = SDL_LoadBMP(bmp_path);
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if (!surface) {
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SDL_Log("Couldn't load bitmap: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_free(bmp_path); /* done with this, the file is loaded. */
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texture_width = surface->w;
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texture_height = surface->h;
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texture = SDL_CreateTextureFromSurface(renderer, surface);
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if (!texture) {
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SDL_Log("Couldn't create static texture: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT) {
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return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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const Uint64 now = SDL_GetTicks();
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SDL_Surface *surface;
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SDL_FPoint center;
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SDL_FRect dst_rect;
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/* we'll have a texture rotate around over 2 seconds (2000 milliseconds). 360 degrees in a circle! */
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const float rotation = (((float) ((int) (now % 2000))) / 2000.0f) * 360.0f;
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/* as you can see from this, rendering draws over whatever was drawn before it. */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE); /* black, full alpha */
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SDL_RenderClear(renderer); /* start with a blank canvas. */
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/* Center this one, and draw it with some rotation so it spins! */
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dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
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dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
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dst_rect.w = (float) texture_width;
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dst_rect.h = (float) texture_height;
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/* rotate it around the center of the texture; you can rotate it from a different point, too! */
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center.x = texture_width / 2.0f;
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center.y = texture_height / 2.0f;
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SDL_RenderTextureRotated(renderer, texture, NULL, &dst_rect, rotation, ¢er, SDL_FLIP_NONE);
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/* this next whole thing is _super_ expensive. Seriously, don't do this in real life. */
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/* Download the pixels of what has just been rendered. This has to wait for the GPU to finish rendering it and everything before it,
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and then make an expensive copy from the GPU to system RAM! */
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surface = SDL_RenderReadPixels(renderer, NULL);
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/* This is also expensive, but easier: convert the pixels to a format we want. */
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if (surface && (surface->format != SDL_PIXELFORMAT_RGBA8888) && (surface->format != SDL_PIXELFORMAT_BGRA8888)) {
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SDL_Surface *converted = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_RGBA8888);
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SDL_DestroySurface(surface);
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surface = converted;
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}
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if (surface) {
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/* Rebuild converted_texture if the dimensions have changed (window resized, etc). */
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if ((surface->w != converted_texture_width) || (surface->h != converted_texture_height)) {
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SDL_DestroyTexture(converted_texture);
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converted_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, surface->w, surface->h);
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if (!converted_texture) {
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SDL_Log("Couldn't (re)create conversion texture: %s", SDL_GetError());
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return SDL_APP_FAILURE;
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}
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converted_texture_width = surface->w;
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converted_texture_height = surface->h;
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}
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/* Turn each pixel into either black or white. This is a lousy technique but it works here.
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In real life, something like Floyd-Steinberg dithering might work
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better: https://en.wikipedia.org/wiki/Floyd%E2%80%93Steinberg_dithering*/
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int x, y;
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for (y = 0; y < surface->h; y++) {
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Uint32 *pixels = (Uint32 *) (((Uint8 *) surface->pixels) + (y * surface->pitch));
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for (x = 0; x < surface->w; x++) {
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Uint8 *p = (Uint8 *) (&pixels[x]);
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const Uint32 average = (((Uint32) p[1]) + ((Uint32) p[2]) + ((Uint32) p[3])) / 3;
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if (average == 0) {
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p[0] = p[3] = 0xFF; p[1] = p[2] = 0; /* make pure black pixels red. */
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} else {
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p[1] = p[2] = p[3] = (average > 50) ? 0xFF : 0x00; /* make everything else either black or white. */
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}
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}
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}
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/* upload the processed pixels back into a texture. */
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SDL_UpdateTexture(converted_texture, NULL, surface->pixels, surface->pitch);
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SDL_DestroySurface(surface);
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/* draw the texture to the top-left of the screen. */
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dst_rect.x = dst_rect.y = 0.0f;
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dst_rect.w = ((float) WINDOW_WIDTH) / 4.0f;
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dst_rect.h = ((float) WINDOW_HEIGHT) / 4.0f;
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SDL_RenderTexture(renderer, converted_texture, NULL, &dst_rect);
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}
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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/* This function runs once at shutdown. */
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_DestroyTexture(converted_texture);
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SDL_DestroyTexture(texture);
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/* SDL will clean up the window/renderer for us. */
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}
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