test/testrendertarget.c
author Ryan C. Gordon <icculus@icculus.org>
Wed, 25 Jun 2014 17:24:06 -0400
changeset 8956 a99e30f2bf0a
parent 8149 681eb46b8ac4
child 9278 8900afb78a19
permissions -rw-r--r--
Patched to compile on Windows.
     1 /*
     2   Copyright (C) 1997-2014 Sam Lantinga <slouken@libsdl.org>
     3 
     4   This software is provided 'as-is', without any express or implied
     5   warranty.  In no event will the authors be held liable for any damages
     6   arising from the use of this software.
     7 
     8   Permission is granted to anyone to use this software for any purpose,
     9   including commercial applications, and to alter it and redistribute it
    10   freely.
    11 */
    12 /* Simple program:  Move N sprites around on the screen as fast as possible */
    13 
    14 #include <stdlib.h>
    15 #include <stdio.h>
    16 #include <time.h>
    17 
    18 #include "SDL_test_common.h"
    19 
    20 
    21 static SDLTest_CommonState *state;
    22 
    23 typedef struct {
    24     SDL_Window *window;
    25     SDL_Renderer *renderer;
    26     SDL_Texture *background;
    27     SDL_Texture *sprite;
    28     SDL_Rect sprite_rect;
    29     int scale_direction;
    30 } DrawState;
    31 
    32 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
    33 static void
    34 quit(int rc)
    35 {
    36     SDLTest_CommonQuit(state);
    37     exit(rc);
    38 }
    39 
    40 SDL_Texture *
    41 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
    42 {
    43     SDL_Surface *temp;
    44     SDL_Texture *texture;
    45 
    46     /* Load the sprite image */
    47     temp = SDL_LoadBMP(file);
    48     if (temp == NULL) {
    49         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
    50         return NULL;
    51     }
    52 
    53     /* Set transparent pixel as the pixel at (0,0) */
    54     if (transparent) {
    55         if (temp->format->palette) {
    56             SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
    57         } else {
    58             switch (temp->format->BitsPerPixel) {
    59             case 15:
    60                 SDL_SetColorKey(temp, SDL_TRUE,
    61                                 (*(Uint16 *) temp->pixels) & 0x00007FFF);
    62                 break;
    63             case 16:
    64                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
    65                 break;
    66             case 24:
    67                 SDL_SetColorKey(temp, SDL_TRUE,
    68                                 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
    69                 break;
    70             case 32:
    71                 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
    72                 break;
    73             }
    74         }
    75     }
    76 
    77     /* Create textures from the image */
    78     texture = SDL_CreateTextureFromSurface(renderer, temp);
    79     if (!texture) {
    80         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
    81         SDL_FreeSurface(temp);
    82         return NULL;
    83     }
    84     SDL_FreeSurface(temp);
    85 
    86     /* We're ready to roll. :) */
    87     return texture;
    88 }
    89 
    90 SDL_bool
    91 DrawComposite(DrawState *s)
    92 {
    93     SDL_Rect viewport, R;
    94     SDL_Texture *target;
    95 
    96     static SDL_bool blend_tested = SDL_FALSE;
    97     if (!blend_tested) {
    98         SDL_Texture *A, *B;
    99         Uint32 P;
   100 
   101         A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
   102         SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND);
   103 
   104         B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
   105         SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND);
   106 
   107         SDL_SetRenderTarget(s->renderer, A);
   108         SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80);
   109         SDL_RenderFillRect(s->renderer, NULL);
   110 
   111         SDL_SetRenderTarget(s->renderer, B);
   112         SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
   113         SDL_RenderFillRect(s->renderer, NULL);
   114         SDL_RenderCopy(s->renderer, A, NULL, NULL);
   115         SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
   116 
   117         SDL_Log("Blended pixel: 0x%8.8X\n", P);
   118 
   119         SDL_DestroyTexture(A);
   120         SDL_DestroyTexture(B);
   121         blend_tested = SDL_TRUE;
   122     }
   123 
   124     SDL_RenderGetViewport(s->renderer, &viewport);
   125 
   126     target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
   127     SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
   128     SDL_SetRenderTarget(s->renderer, target);
   129 
   130     /* Draw the background.
   131        This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
   132      */
   133     SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
   134     SDL_RenderFillRect(s->renderer, NULL);
   135 
   136     /* Scale and draw the sprite */
   137     s->sprite_rect.w += s->scale_direction;
   138     s->sprite_rect.h += s->scale_direction;
   139     if (s->scale_direction > 0) {
   140         if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
   141             s->scale_direction = -1;
   142         }
   143     } else {
   144         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
   145             s->scale_direction = 1;
   146         }
   147     }
   148     s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
   149     s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
   150 
   151     SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
   152 
   153     SDL_SetRenderTarget(s->renderer, NULL);
   154     SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
   155 
   156     SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
   157     SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
   158     R.x = 0;
   159     R.y = 0;
   160     R.w = 100;
   161     R.h = 100;
   162     SDL_RenderFillRect(s->renderer, &R);
   163     SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
   164 
   165     SDL_RenderCopy(s->renderer, target, NULL, NULL);
   166     SDL_DestroyTexture(target);
   167 
   168     /* Update the screen! */
   169     SDL_RenderPresent(s->renderer);
   170     return SDL_TRUE;
   171 }
   172 
   173 SDL_bool
   174 Draw(DrawState *s)
   175 {
   176     SDL_Rect viewport;
   177     SDL_Texture *target;
   178 
   179     SDL_RenderGetViewport(s->renderer, &viewport);
   180 
   181     target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
   182     if (!target) {
   183         SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
   184         return SDL_FALSE;
   185     }
   186     SDL_SetRenderTarget(s->renderer, target);
   187 
   188     /* Draw the background */
   189     SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
   190 
   191     /* Scale and draw the sprite */
   192     s->sprite_rect.w += s->scale_direction;
   193     s->sprite_rect.h += s->scale_direction;
   194     if (s->scale_direction > 0) {
   195         if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
   196             s->scale_direction = -1;
   197         }
   198     } else {
   199         if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
   200             s->scale_direction = 1;
   201         }
   202     }
   203     s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
   204     s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
   205 
   206     SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
   207 
   208     SDL_SetRenderTarget(s->renderer, NULL);
   209     SDL_RenderCopy(s->renderer, target, NULL, NULL);
   210     SDL_DestroyTexture(target);
   211 
   212     /* Update the screen! */
   213     SDL_RenderPresent(s->renderer);
   214     return SDL_TRUE;
   215 }
   216 
   217 int
   218 main(int argc, char *argv[])
   219 {
   220     DrawState *drawstates;
   221     int i, done;
   222     SDL_Event event;
   223     int frames;
   224     Uint32 then, now;
   225     SDL_bool test_composite = SDL_FALSE;
   226 
   227     /* Enable standard application logging */
   228     SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
   229 
   230     /* Initialize test framework */
   231     state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
   232     if (!state) {
   233         return 1;
   234     }
   235     for (i = 1; i < argc;) {
   236         int consumed;
   237 
   238         consumed = SDLTest_CommonArg(state, i);
   239         if (consumed == 0) {
   240             consumed = -1;
   241             if (SDL_strcasecmp(argv[i], "--composite") == 0) {
   242                 test_composite = SDL_TRUE;
   243                 consumed = 1;
   244             }
   245         }
   246         if (consumed < 0) {
   247             SDL_Log("Usage: %s %s [--composite]\n",
   248                     argv[0], SDLTest_CommonUsage(state));
   249             quit(1);
   250         }
   251         i += consumed;
   252     }
   253     if (!SDLTest_CommonInit(state)) {
   254         quit(2);
   255     }
   256 
   257     drawstates = SDL_stack_alloc(DrawState, state->num_windows);
   258     for (i = 0; i < state->num_windows; ++i) {
   259         DrawState *drawstate = &drawstates[i];
   260 
   261         drawstate->window = state->windows[i];
   262         drawstate->renderer = state->renderers[i];
   263         if (test_composite) {
   264             drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE);
   265         } else {
   266             drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
   267         }
   268         drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
   269         if (!drawstate->sprite || !drawstate->background) {
   270             quit(2);
   271         }
   272         SDL_QueryTexture(drawstate->sprite, NULL, NULL,
   273                          &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
   274         drawstate->scale_direction = 1;
   275     }
   276 
   277     /* Main render loop */
   278     frames = 0;
   279     then = SDL_GetTicks();
   280     done = 0;
   281     while (!done) {
   282         /* Check for events */
   283         ++frames;
   284         while (SDL_PollEvent(&event)) {
   285             SDLTest_CommonEvent(state, &event, &done);
   286         }
   287         for (i = 0; i < state->num_windows; ++i) {
   288             if (state->windows[i] == NULL)
   289                 continue;
   290             if (test_composite) {
   291                 if (!DrawComposite(&drawstates[i])) done = 1;
   292             } else {
   293                 if (!Draw(&drawstates[i])) done = 1;
   294             }
   295         }
   296     }
   297 
   298     /* Print out some timing information */
   299     now = SDL_GetTicks();
   300     if (now > then) {
   301         double fps = ((double) frames * 1000) / (now - then);
   302         SDL_Log("%2.2f frames per second\n", fps);
   303     }
   304 
   305     SDL_stack_free(drawstates);
   306 
   307     quit(0);
   308     return 0;
   309 }
   310 
   311 /* vi: set ts=4 sw=4 expandtab: */