/* streaming-textures.c ... */ /* * This example creates an SDL window and renderer, and then draws a streaming * texture 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; #define TEXTURE_SIZE 150 #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_SetAppMetadata("Example Renderer Streaming Textures", "1.0", "com.example.renderer-streaming-textures"); if (!SDL_Init(SDL_INIT_VIDEO)) { SDL_Log("Couldn't initialize SDL: %s", SDL_GetError()); return SDL_APP_FAILURE; } if (!SDL_CreateWindowAndRenderer("examples/renderer/streaming-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) { SDL_Log("Couldn't create window/renderer: %s", SDL_GetError()); return SDL_APP_FAILURE; } texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE); if (!texture) { SDL_Log("Couldn't create streaming texture: %s", SDL_GetError()); return SDL_APP_FAILURE; } 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) { SDL_FRect dst_rect; const Uint64 now = SDL_GetTicks(); SDL_Surface *surface = NULL; /* we'll have some color move around 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; /* To update a streaming texture, you need to lock it first. This gets you access to the pixels. Note that this is considered a _write-only_ operation: the buffer you get from locking might not acutally have the existing contents of the texture, and you have to write to every locked pixel! */ /* You can use SDL_LockTexture() to get an array of raw pixels, but we're going to use SDL_LockTextureToSurface() here, because it wraps that array in a temporary SDL_Surface, letting us use the surface drawing functions instead of lighting up individual pixels. */ if (SDL_LockTextureToSurface(texture, NULL, &surface)) { SDL_Rect r; SDL_FillSurfaceRect(surface, NULL, SDL_MapRGB(SDL_GetPixelFormatDetails(surface->format), NULL, 0, 0, 0)); /* make the whole surface black */ r.w = TEXTURE_SIZE; r.h = TEXTURE_SIZE / 10; r.x = 0; r.y = (int) (((float) (TEXTURE_SIZE - r.h)) * ((scale + 1.0f) / 2.0f)); SDL_FillSurfaceRect(surface, &r, SDL_MapRGB(SDL_GetPixelFormatDetails(surface->format), NULL, 0, 255, 0)); /* make a strip of the surface green */ SDL_UnlockTexture(texture); /* upload the changes (and frees the temporary surface)! */ } /* as you can see from this, rendering draws over whatever was drawn before it. */ SDL_SetRenderDrawColor(renderer, 66, 66, 66, SDL_ALPHA_OPAQUE); /* grey, full alpha */ SDL_RenderClear(renderer); /* start with a blank canvas. */ /* Just draw the static texture a few times. You can think of it like a stamp, there isn't a limit to the number of times you can draw with it. */ /* Center this one. It'll draw the latest version of the texture we drew while it was locked. */ dst_rect.x = ((float) (WINDOW_WIDTH - TEXTURE_SIZE)) / 2.0f; dst_rect.y = ((float) (WINDOW_HEIGHT - TEXTURE_SIZE)) / 2.0f; dst_rect.w = dst_rect.h = (float) TEXTURE_SIZE; SDL_RenderTexture(renderer, texture, NULL, &dst_rect); 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. */ }