libSDL2pp/examples/rendertarget.cc
Zakhar Koval e538ba15bf
Fix #134
2022-05-02 12:14:27 +03:00

121 lines
4.6 KiB
C++

/*
libSDL2pp - C++11 bindings/wrapper for SDL2
Copyright (C) 2013-2015 Dmitry Marakasov <amdmi3@amdmi3.ru>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgment in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
*/
#include <iostream>
#include <SDL.h>
#include <SDL2pp/SDL.hh>
#include <SDL2pp/Window.hh>
#include <SDL2pp/Renderer.hh>
#include <SDL2pp/Texture.hh>
using namespace SDL2pp;
#define RGBA(r, g, b, a) r, g, b, a
static const unsigned char pixels[4 * 4 * 4] = {
RGBA(0xff, 0x00, 0x00, 0xff), RGBA(0xff, 0x80, 0x00, 0xff), RGBA(0xff, 0xff, 0x00, 0xff), RGBA(0x80, 0xff, 0x00, 0xff),
RGBA(0xff, 0x00, 0x80, 0xff), RGBA(0xff, 0xff, 0xff, 0xff), RGBA(0x00, 0x00, 0x00, 0x00), RGBA(0x00, 0xff, 0x00, 0xff),
RGBA(0xff, 0x00, 0xff, 0xff), RGBA(0x00, 0x00, 0x00, 0x00), RGBA(0x00, 0x00, 0x00, 0xff), RGBA(0x00, 0xff, 0x80, 0xff),
RGBA(0x80, 0x00, 0xff, 0xff), RGBA(0x00, 0x00, 0xff, 0xff), RGBA(0x00, 0x80, 0xff, 0xff), RGBA(0x00, 0xff, 0xff, 0xff),
};
enum {
MY_SPRITE_SIZE = 4,
MY_SCREEN_WIDTH = 640,
MY_SCREEN_HEIGHT = 480,
MY_RENDERTARGET_SIZE = 512,
};
int main(int, char*[]) {
try {
SDL sdl(SDL_INIT_VIDEO);
Window window("libSDL2pp demo: sprites", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, MY_SCREEN_WIDTH, MY_SCREEN_HEIGHT, SDL_WINDOW_RESIZABLE);
Renderer render(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
render.SetDrawBlendMode(SDL_BLENDMODE_BLEND);
// Necessary checks according to SDL docs
SDL_RendererInfo ri;
render.GetInfo(ri);
if (!(ri.flags & SDL_RENDERER_TARGETTEXTURE)) {
std::cerr << "Sorry, your renderer doesn't support texture targets" << std::endl;
return 1;
}
// Sprite data
Texture sprite(render, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STATIC, MY_SPRITE_SIZE, MY_SPRITE_SIZE);
sprite.Update(NullOpt, pixels, MY_SPRITE_SIZE * MY_SPRITE_SIZE);
sprite.SetBlendMode(SDL_BLENDMODE_BLEND);
// Two render target textures
Texture target1(render, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, MY_RENDERTARGET_SIZE, MY_RENDERTARGET_SIZE);
target1.SetBlendMode(SDL_BLENDMODE_BLEND);
Texture target2(render, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, MY_RENDERTARGET_SIZE, MY_RENDERTARGET_SIZE);
target2.SetBlendMode(SDL_BLENDMODE_BLEND);
while (1) {
// Process input
SDL_Event event;
while (SDL_PollEvent(&event))
if (event.type == SDL_QUIT || (event.type == SDL_KEYDOWN && (event.key.keysym.sym == SDLK_ESCAPE || event.key.keysym.sym == SDLK_q)))
return 0;
// Note we fill with transparent color, not black
render.SetDrawColor(0, 0, 0, 0);
// Fill base texture with sprite texture
render.SetTarget(target1);
render.Clear();
render.Copy(sprite);
// Repeat several cycles of flip-flop tiling
for (int i = 0; i < 4; i++) {
render.SetTarget(target2);
render.Clear();
render.Copy(target1, NullOpt, Rect(0, 0, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2), SDL_GetTicks() / 10000.0 * 360.0);
render.Copy(target1, NullOpt, Rect(MY_RENDERTARGET_SIZE / 2, 0, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2), SDL_GetTicks() / 10000.0 * 360.0);
render.Copy(target1, NullOpt, Rect(0, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2), SDL_GetTicks() / 10000.0 * 360.0);
render.Copy(target1, NullOpt, Rect(MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2, MY_RENDERTARGET_SIZE / 2), SDL_GetTicks() / 10000.0 * 360.0);
// Swap textures to copy recursively
std::swap(target1, target2);
}
// Draw result to screen
render.SetTarget();
render.Clear();
render.Copy(target1, NullOpt, Rect((MY_SCREEN_WIDTH - MY_SCREEN_HEIGHT) / 2, 0, MY_SCREEN_HEIGHT, MY_SCREEN_HEIGHT), SDL_GetTicks() / 10000.0 * 360.0);
render.Present();
// Frame limiter
SDL_Delay(1);
}
} catch (std::exception& e) {
std::cerr << "Error: " << e.what() << std::endl;
return 1;
}
}