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
This commit is contained in:
Sylvain 2021-04-06 21:49:23 +02:00 committed by Sylvain Becker
parent 53bcb3e0e9
commit bc2173baf9
4 changed files with 310 additions and 2 deletions

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@ -42,6 +42,7 @@ add_executable(testdropfile testdropfile.c)
add_executable(testerror testerror.c) add_executable(testerror testerror.c)
add_executable(testfile testfile.c) add_executable(testfile testfile.c)
add_executable(testgamecontroller testgamecontroller.c) add_executable(testgamecontroller testgamecontroller.c)
add_executable(testgeometry testgeometry.c)
add_executable(testgesture testgesture.c) add_executable(testgesture testgesture.c)
add_executable(testgl2 testgl2.c) add_executable(testgl2 testgl2.c)
add_executable(testgles testgles.c) add_executable(testgles testgles.c)

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@ -29,6 +29,7 @@ TARGETS = \
testfile$(EXE) \ testfile$(EXE) \
testfilesystem$(EXE) \ testfilesystem$(EXE) \
testgamecontroller$(EXE) \ testgamecontroller$(EXE) \
testgeometry$(EXE) \
testgesture$(EXE) \ testgesture$(EXE) \
testhaptic$(EXE) \ testhaptic$(EXE) \
testhittesting$(EXE) \ testhittesting$(EXE) \
@ -161,7 +162,10 @@ testfile$(EXE): $(srcdir)/testfile.c
testgamecontroller$(EXE): $(srcdir)/testgamecontroller.c testgamecontroller$(EXE): $(srcdir)/testgamecontroller.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS) $(CC) -o $@ $^ $(CFLAGS) $(LIBS)
testgeometry$(EXE): $(srcdir)/testgeometry.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS)
testgesture$(EXE): $(srcdir)/testgesture.c testgesture$(EXE): $(srcdir)/testgesture.c
$(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@ $(CC) -o $@ $^ $(CFLAGS) $(LIBS) @MATHLIB@

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@ -2,7 +2,7 @@ BINPATH = .
TARGETS = testatomic.exe testdisplayinfo.exe testbounds.exe testdraw2.exe & TARGETS = testatomic.exe testdisplayinfo.exe testbounds.exe testdraw2.exe &
testdrawchessboard.exe testdropfile.exe testerror.exe testfile.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 & testhittesting.exe testhotplug.exe testiconv.exe testime.exe testlocale.exe &
testintersections.exe testjoystick.exe testkeys.exe testloadso.exe & testintersections.exe testjoystick.exe testkeys.exe testloadso.exe &
testlock.exe testmessage.exe testoverlay2.exe testplatform.exe & testlock.exe testmessage.exe testoverlay2.exe testplatform.exe &

303
test/testgeometry.c Normal file
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@ -0,0 +1,303 @@
/*
Copyright (C) 1997-2021 Sam Lantinga <slouken@libsdl.org>
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 <stdlib.h>
#include <stdio.h>
#include <time.h>
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#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: */