From bc2173baf90f872d215ab4875824512af36e194a Mon Sep 17 00:00:00 2001 From: Sylvain Date: Tue, 6 Apr 2021 21:49:23 +0200 Subject: [PATCH] Add testgeometry to draw a non uniform triangle --use-texture: an option to load icon.bmp as a texture handle mouse motion: rotate the triangle --- test/CMakeLists.txt | 1 + test/Makefile.in | 6 +- test/Makefile.os2 | 2 +- test/testgeometry.c | 303 ++++++++++++++++++++++++++++++++++++++++++++ 4 files changed, 310 insertions(+), 2 deletions(-) create mode 100644 test/testgeometry.c diff --git a/test/CMakeLists.txt b/test/CMakeLists.txt index cec555e7d..e9f66edd8 100644 --- a/test/CMakeLists.txt +++ b/test/CMakeLists.txt @@ -42,6 +42,7 @@ add_executable(testdropfile testdropfile.c) add_executable(testerror testerror.c) add_executable(testfile testfile.c) add_executable(testgamecontroller testgamecontroller.c) +add_executable(testgeometry testgeometry.c) add_executable(testgesture testgesture.c) add_executable(testgl2 testgl2.c) add_executable(testgles testgles.c) diff --git a/test/Makefile.in b/test/Makefile.in index be907ae37..e5057993f 100644 --- a/test/Makefile.in +++ b/test/Makefile.in @@ -29,6 +29,7 @@ TARGETS = \ testfile$(EXE) \ testfilesystem$(EXE) \ testgamecontroller$(EXE) \ + testgeometry$(EXE) \ testgesture$(EXE) \ testhaptic$(EXE) \ testhittesting$(EXE) \ @@ -161,7 +162,10 @@ testfile$(EXE): $(srcdir)/testfile.c testgamecontroller$(EXE): $(srcdir)/testgamecontroller.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) - + +testgeometry$(EXE): $(srcdir)/testgeometry.c + $(CC) -o $@ $^ $(CFLAGS) $(LIBS) + testgesture$(EXE): $(srcdir)/testgesture.c $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@ diff --git a/test/Makefile.os2 b/test/Makefile.os2 index fe5ff6d6d..4a78fdf3e 100644 --- a/test/Makefile.os2 +++ b/test/Makefile.os2 @@ -2,7 +2,7 @@ BINPATH = . TARGETS = testatomic.exe testdisplayinfo.exe testbounds.exe testdraw2.exe & testdrawchessboard.exe testdropfile.exe testerror.exe testfile.exe & - testfilesystem.exe testgamecontroller.exe testgesture.exe & + testfilesystem.exe testgamecontroller.exe testgeometry.exe testgesture.exe & testhittesting.exe testhotplug.exe testiconv.exe testime.exe testlocale.exe & testintersections.exe testjoystick.exe testkeys.exe testloadso.exe & testlock.exe testmessage.exe testoverlay2.exe testplatform.exe & diff --git a/test/testgeometry.c b/test/testgeometry.c new file mode 100644 index 000000000..9041233bb --- /dev/null +++ b/test/testgeometry.c @@ -0,0 +1,303 @@ +/* + Copyright (C) 1997-2021 Sam Lantinga + + 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. +*/ + +/* Simple program: draw a RGB triangle, with texture */ + +#include +#include +#include + +#ifdef __EMSCRIPTEN__ +#include +#endif + +#include "SDL_test_common.h" + +static SDLTest_CommonState *state; +static SDL_bool use_texture = SDL_FALSE; +static SDL_Texture **sprites; +static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE; +static double angle = 0.0; +static int sprite_w, sprite_h; + +int done; + +/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ +static void +quit(int rc) +{ + SDL_free(sprites); + SDLTest_CommonQuit(state); + exit(rc); +} + +int +LoadSprite(const char *file) +{ + int i; + SDL_Surface *temp; + + /* Load the sprite image */ + temp = SDL_LoadBMP(file); + if (temp == NULL) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError()); + return (-1); + } + sprite_w = temp->w; + sprite_h = temp->h; + + /* Set transparent pixel as the pixel at (0,0) */ + if (temp->format->palette) { + SDL_SetColorKey(temp, 1, *(Uint8 *) temp->pixels); + } else { + switch (temp->format->BitsPerPixel) { + case 15: + SDL_SetColorKey(temp, 1, (*(Uint16 *) temp->pixels) & 0x00007FFF); + break; + case 16: + SDL_SetColorKey(temp, 1, *(Uint16 *) temp->pixels); + break; + case 24: + SDL_SetColorKey(temp, 1, (*(Uint32 *) temp->pixels) & 0x00FFFFFF); + break; + case 32: + SDL_SetColorKey(temp, 1, *(Uint32 *) temp->pixels); + break; + } + } + + /* Create textures from the image */ + for (i = 0; i < state->num_windows; ++i) { + SDL_Renderer *renderer = state->renderers[i]; + sprites[i] = SDL_CreateTextureFromSurface(renderer, temp); + if (!sprites[i]) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError()); + SDL_FreeSurface(temp); + return (-1); + } + if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError()); + SDL_FreeSurface(temp); + SDL_DestroyTexture(sprites[i]); + return (-1); + } + } + SDL_FreeSurface(temp); + + /* We're ready to roll. :) */ + return (0); +} + + +void +loop() +{ + int i; + SDL_Event event; + + /* Check for events */ + while (SDL_PollEvent(&event)) { + + if (event.type == SDL_MOUSEMOTION) { + if (event.motion.state) { + int xrel, yrel; + int window_w, window_h; + SDL_Window *window = SDL_GetWindowFromID(event.motion.windowID); + SDL_GetWindowSize(window, &window_w, &window_h); + xrel = event.motion.xrel; + yrel = event.motion.yrel; + if (event.motion.y < window_h / 2) { + angle += xrel; + } else { + angle -= xrel; + } + if (event.motion.x < window_w / 2) { + angle -= yrel; + } else { + angle += yrel; + } + } + } else { + SDLTest_CommonEvent(state, &event, &done); + } + } + + for (i = 0; i < state->num_windows; ++i) { + SDL_Renderer *renderer = state->renderers[i]; + if (state->windows[i] == NULL) + continue; + SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); + SDL_RenderClear(renderer); + + { + SDL_Rect viewport; + double a; + double d; + int cx, cy; + + /* Query the sizes */ + SDL_RenderGetViewport(renderer, &viewport); + SDL_Vertex verts[3]; + SDL_zeroa(verts); + cx = viewport.x + viewport.w / 2; + cy = viewport.y + viewport.h / 2; + d = (viewport.w + viewport.h) / 5; + + a = (angle * 3.1415) / 180.0; + verts[0].position.x = cx + d * SDL_cos(a); + verts[0].position.y = cy + d * SDL_sin(a); + verts[0].color.r = 0xFF; + verts[0].color.g = 0; + verts[0].color.b = 0; + verts[0].color.a = 0xFF; + + a = ((angle + 120) * 3.1415) / 180.0; + verts[1].position.x = cx + d * SDL_cos(a); + verts[1].position.y = cy + d * SDL_sin(a); + verts[1].color.r = 0; + verts[1].color.g = 0xFF; + verts[1].color.b = 0; + verts[1].color.a = 0xFF; + + a = ((angle + 240) * 3.1415) / 180.0; + verts[2].position.x = cx + d * SDL_cos(a); + verts[2].position.y = cy + d * SDL_sin(a); + verts[2].color.r = 0; + verts[2].color.g = 0; + verts[2].color.b = 0xFF; + verts[2].color.a = 0xFF; + + if (use_texture) { + verts[0].tex_coord.x = 0.5; + verts[0].tex_coord.y = 0.0; + verts[1].tex_coord.x = 1.0; + verts[1].tex_coord.y = 1.0; + verts[2].tex_coord.x = 0.0; + verts[2].tex_coord.y = 1.0; + } + + SDL_RenderGeometry(renderer, sprites[i], verts, 3, NULL, 0); + } + + SDL_RenderPresent(renderer); + } +#ifdef __EMSCRIPTEN__ + if (done) { + emscripten_cancel_main_loop(); + } +#endif +} + +int +main(int argc, char *argv[]) +{ + int i; + const char *icon = "icon.bmp"; + Uint32 then, now, frames; + + /* Enable standard application logging */ + SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO); + + /* Initialize test framework */ + state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO); + if (!state) { + return 1; + } + for (i = 1; i < argc;) { + int consumed; + + consumed = SDLTest_CommonArg(state, i); + if (consumed == 0) { + consumed = -1; + if (SDL_strcasecmp(argv[i], "--blend") == 0) { + if (argv[i + 1]) { + if (SDL_strcasecmp(argv[i + 1], "none") == 0) { + blendMode = SDL_BLENDMODE_NONE; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { + blendMode = SDL_BLENDMODE_BLEND; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { + blendMode = SDL_BLENDMODE_ADD; + consumed = 2; + } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { + blendMode = SDL_BLENDMODE_MOD; + consumed = 2; + } + } + } else if (SDL_strcasecmp(argv[i], "--use-texture") == 0) { + use_texture = SDL_TRUE; + consumed = 1; + } + } + if (consumed < 0) { + static const char *options[] = { "[--blend none|blend|add|mod]", "[--use-texture]", NULL }; + SDLTest_CommonLogUsage(state, argv[0], options); + return 1; + } + i += consumed; + } + if (!SDLTest_CommonInit(state)) { + return 2; + } + + /* Create the windows, initialize the renderers, and load the textures */ + sprites = + (SDL_Texture **) SDL_malloc(state->num_windows * sizeof(*sprites)); + if (!sprites) { + SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n"); + quit(2); + } + /* Create the windows and initialize the renderers */ + for (i = 0; i < state->num_windows; ++i) { + SDL_Renderer *renderer = state->renderers[i]; + SDL_SetRenderDrawBlendMode(renderer, blendMode); + SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF); + SDL_RenderClear(renderer); + sprites[i] = NULL; + } + if (use_texture) { + if (LoadSprite(icon) < 0) { + quit(2); + } + } + + + srand((unsigned int)time(NULL)); + + /* Main render loop */ + frames = 0; + then = SDL_GetTicks(); + done = 0; + +#ifdef __EMSCRIPTEN__ + emscripten_set_main_loop(loop, 0, 1); +#else + while (!done) { + ++frames; + loop(); + } +#endif + + /* Print out some timing information */ + now = SDL_GetTicks(); + if (now > then) { + double fps = ((double) frames * 1000) / (now - then); + SDL_Log("%2.2f frames per second\n", fps); + } + + quit(0); + + return 0; +} + +/* vi: set ts=4 sw=4 expandtab: */