examples: added renderer/04-points

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Ryan C. Gordon 2024-09-19 15:07:36 -04:00
parent b0e528cc88
commit 3413617cb6
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5 changed files with 127 additions and 1 deletions

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@ -123,6 +123,7 @@ endmacro()
add_sdl_example_executable(renderer-clear SOURCES renderer/01-clear/renderer-clear.c) add_sdl_example_executable(renderer-clear SOURCES renderer/01-clear/renderer-clear.c)
add_sdl_example_executable(renderer-primitives SOURCES renderer/02-primitives/renderer-primitives.c) add_sdl_example_executable(renderer-primitives SOURCES renderer/02-primitives/renderer-primitives.c)
add_sdl_example_executable(renderer-lines SOURCES renderer/03-lines/renderer-lines.c) add_sdl_example_executable(renderer-lines SOURCES renderer/03-lines/renderer-lines.c)
add_sdl_example_executable(renderer-points SOURCES renderer/04-points/renderer-points.c)
add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c) add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c)
add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c) add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c)
add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav) add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav)

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@ -1,3 +1,7 @@
This example creates an SDL window and renderer, and then draws some lines, This example creates an SDL window and renderer, and then draws some lines,
rectangles and points to it every frame. rectangles and points to it every frame.
This is just a quick overview of simple drawing primitives; futher examples
will explore them in more detail.

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@ -56,7 +56,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
}; };
/* as you can see from this, rendering draws over whatever was drawn before it. */ /* as you can see from this, rendering draws over whatever was drawn before it. */
SDL_SetRenderDrawColor(renderer, 100, 100, 100, 255); /* black, full alpha */ SDL_SetRenderDrawColor(renderer, 100, 100, 100, 255); /* grey, full alpha */
SDL_RenderClear(renderer); /* start with a blank canvas. */ SDL_RenderClear(renderer); /* start with a blank canvas. */
/* You can draw lines, one at a time, like these brown ones... */ /* You can draw lines, one at a time, like these brown ones... */

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@ -0,0 +1,3 @@
This example creates an SDL window and renderer, and then draws a bunch of
single points, moving across the screen.

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@ -0,0 +1,118 @@
/*
* This example creates an SDL window and renderer, and then draws some points
* to it every frame.
*
* This code is public domain. Feel free to use it for any purpose!
*/
#define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
/* We will use this renderer to draw into this window every frame. */
static SDL_Window *window = NULL;
static SDL_Renderer *renderer = NULL;
static Uint64 last_time = 0;
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
#define NUM_POINTS 500
#define MIN_PIXELS_PER_SECOND 30 /* move at least this many pixels per second. */
#define MAX_PIXELS_PER_SECOND 60 /* move this many pixels per second at most. */
/* (track everything as parallel arrays instead of a array of structs,
so we can pass the coordinates to the renderer in a single function call.) */
/* Points are plotted as a set of X and Y coordinates.
(0, 0) is the top left of the window, and larger numbers go down
and to the right. This isn't how geometry works, but this is pretty
standard in 2D graphics. */
static SDL_FPoint points[NUM_POINTS];
static float point_speeds[NUM_POINTS];
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
{
int i;
if (!SDL_Init(SDL_INIT_VIDEO)) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
if (!SDL_CreateWindowAndRenderer("examples/renderer/points", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
return SDL_APP_FAILURE;
}
SDL_srand(0); /* seed the random number generator */
/* set up the data for a bunch of points. */
for (i = 0; i < SDL_arraysize(points); i++) {
points[i].x = SDL_randf() * ((float) WINDOW_WIDTH);
points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT);
point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND));
}
last_time = SDL_GetTicks();
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
{
if (event->type == SDL_EVENT_QUIT) {
return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
}
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once per frame, and is the heart of the program. */
SDL_AppResult SDL_AppIterate(void *appstate)
{
const Uint64 now = SDL_GetTicks();
const float elapsed = ((float) (now - last_time)) / 1000.0f; /* seconds since last iteration */
int i;
/* let's move all our points a little for a new frame. */
for (i = 0; i < SDL_arraysize(points); i++) {
const float distance = elapsed * point_speeds[i];
points[i].x += distance;
points[i].y += distance;
if ((points[i].x >= WINDOW_WIDTH) || (points[i].y >= WINDOW_HEIGHT)) {
/* off the screen; restart it elsewhere! */
if (SDL_rand(2)) {
points[i].x = SDL_randf() * ((float) WINDOW_WIDTH);
points[i].y = 0.0f;
} else {
points[i].x = 0.0f;
points[i].y = SDL_randf() * ((float) WINDOW_HEIGHT);
}
point_speeds[i] = MIN_PIXELS_PER_SECOND + (SDL_randf() * (MAX_PIXELS_PER_SECOND - MIN_PIXELS_PER_SECOND));
}
}
last_time = now;
/* as you can see from this, rendering draws over whatever was drawn before it. */
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
SDL_RenderClear(renderer); /* start with a blank canvas. */
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); /* white, full alpha */
SDL_RenderPoints(renderer, points, SDL_arraysize(points)); /* draw all the points! */
/* You can also draw single points with SDL_RenderPoint(), but it's
cheaper (sometimes significantly so) to do them all at once. */
SDL_RenderPresent(renderer); /* put it all on the screen! */
return SDL_APP_CONTINUE; /* carry on with the program! */
}
/* This function runs once at shutdown. */
void SDL_AppQuit(void *appstate)
{
/* SDL will clean up the window/renderer for us. */
}