/* geometry.c ... */ /* * 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[0].color.g = vertices[0].color.b = vertices[0].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. */ }