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			110 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			110 lines
		
	
	
		
			4.5 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
| /*
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|  * This example creates an SDL window and renderer, and then draws a streaming
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|  * texture to it every frame.
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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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| 
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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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| 
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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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| 
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| #define TEXTURE_SIZE 150
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| 
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| #define WINDOW_WIDTH 640
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| #define WINDOW_HEIGHT 480
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| 
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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_SetAppMetadata("Example Renderer Streaming Textures", "1.0", "com.example.renderer-streaming-textures");
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| 
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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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| 
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|     if (!SDL_CreateWindowAndRenderer("examples/renderer/streaming-textures", 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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| 
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|     texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, TEXTURE_SIZE, TEXTURE_SIZE);
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|     if (!texture) {
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|         SDL_Log("Couldn't create streaming texture: %s", SDL_GetError());
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|         return SDL_APP_FAILURE;
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|     }
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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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| 
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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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| 
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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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|     SDL_FRect dst_rect;
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|     const Uint64 now = SDL_GetTicks();
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|     SDL_Surface *surface = NULL;
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| 
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|     /* we'll have some color move around over a few seconds. */
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|     const float direction = ((now % 2000) >= 1000) ? 1.0f : -1.0f;
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|     const float scale = ((float) (((int) (now % 1000)) - 500) / 500.0f) * direction;
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| 
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|     /* To update a streaming texture, you need to lock it first. This gets you access to the pixels.
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|        Note that this is considered a _write-only_ operation: the buffer you get from locking
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|        might not acutally have the existing contents of the texture, and you have to write to every
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|        locked pixel! */
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| 
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|     /* You can use SDL_LockTexture() to get an array of raw pixels, but we're going to use
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|        SDL_LockTextureToSurface() here, because it wraps that array in a temporary SDL_Surface,
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|        letting us use the surface drawing functions instead of lighting up individual pixels. */
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|     if (SDL_LockTextureToSurface(texture, NULL, &surface)) {
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|         SDL_Rect r;
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|         SDL_FillSurfaceRect(surface, NULL, SDL_MapRGB(SDL_GetPixelFormatDetails(surface->format), NULL, 0, 0, 0));  /* make the whole surface black */
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|         r.w = TEXTURE_SIZE;
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|         r.h = TEXTURE_SIZE / 10;
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|         r.x = 0;
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|         r.y = (int) (((float) (TEXTURE_SIZE - r.h)) * ((scale + 1.0f) / 2.0f));
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|         SDL_FillSurfaceRect(surface, &r, SDL_MapRGB(SDL_GetPixelFormatDetails(surface->format), NULL, 0, 255, 0));  /* make a strip of the surface green */
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|         SDL_UnlockTexture(texture);  /* upload the changes (and frees the temporary surface)! */
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|     }
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| 
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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, 66, 66, 66, SDL_ALPHA_OPAQUE);  /* grey, full alpha */
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|     SDL_RenderClear(renderer);  /* start with a blank canvas. */
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| 
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|     /* Just draw the static texture a few times. You can think of it like a
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|        stamp, there isn't a limit to the number of times you can draw with it. */
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| 
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|     /* Center this one. It'll draw the latest version of the texture we drew while it was locked. */
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|     dst_rect.x = ((float) (WINDOW_WIDTH - TEXTURE_SIZE)) / 2.0f;
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|     dst_rect.y = ((float) (WINDOW_HEIGHT - TEXTURE_SIZE)) / 2.0f;
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|     dst_rect.w = dst_rect.h = (float) TEXTURE_SIZE;
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|     SDL_RenderTexture(renderer, 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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| 
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|     return SDL_APP_CONTINUE;  /* carry on with the program! */
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| }
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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(texture);
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|     /* SDL will clean up the window/renderer for us. */
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| }
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| 
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