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-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-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-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)

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@ -1,3 +1,7 @@
This example creates an SDL window and renderer, and then draws some lines,
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. */
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. */
/* 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. */
}