summaryrefslogtreecommitdiffstatshomepage
path: root/3rdparty/SDL2/test/testrendertarget.c
diff options
context:
space:
mode:
author Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:28:05 +0100
committer Miodrag Milanovic <mmicko@gmail.com>2016-02-27 16:53:49 +0100
commitcf6dc7d370407914020f3e623719f09c8668c692 (patch)
tree46b3416d091b4c09b50fba7ffcbd310aed032cc8 /3rdparty/SDL2/test/testrendertarget.c
parent64135e73f973d9b95beb0c60b65feb34fbfec64a (diff)
Placed SDL2 source since we need it on some platforms (nw)
Diffstat (limited to '3rdparty/SDL2/test/testrendertarget.c')
-rw-r--r--3rdparty/SDL2/test/testrendertarget.c335
1 files changed, 335 insertions, 0 deletions
diff --git a/3rdparty/SDL2/test/testrendertarget.c b/3rdparty/SDL2/test/testrendertarget.c
new file mode 100644
index 00000000000..c5e1dce05b7
--- /dev/null
+++ b/3rdparty/SDL2/test/testrendertarget.c
@@ -0,0 +1,335 @@
+/*
+ Copyright (C) 1997-2016 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: Move N sprites around on the screen as fast as possible */
+
+#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;
+
+typedef struct {
+ SDL_Window *window;
+ SDL_Renderer *renderer;
+ SDL_Texture *background;
+ SDL_Texture *sprite;
+ SDL_Rect sprite_rect;
+ int scale_direction;
+} DrawState;
+
+DrawState *drawstates;
+int done;
+SDL_bool test_composite = SDL_FALSE;
+
+/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
+static void
+quit(int rc)
+{
+ SDLTest_CommonQuit(state);
+ exit(rc);
+}
+
+SDL_Texture *
+LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
+{
+ SDL_Surface *temp;
+ SDL_Texture *texture;
+
+ /* 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 NULL;
+ }
+
+ /* Set transparent pixel as the pixel at (0,0) */
+ if (transparent) {
+ if (temp->format->palette) {
+ SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
+ } else {
+ switch (temp->format->BitsPerPixel) {
+ case 15:
+ SDL_SetColorKey(temp, SDL_TRUE,
+ (*(Uint16 *) temp->pixels) & 0x00007FFF);
+ break;
+ case 16:
+ SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
+ break;
+ case 24:
+ SDL_SetColorKey(temp, SDL_TRUE,
+ (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
+ break;
+ case 32:
+ SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
+ break;
+ }
+ }
+ }
+
+ /* Create textures from the image */
+ texture = SDL_CreateTextureFromSurface(renderer, temp);
+ if (!texture) {
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
+ SDL_FreeSurface(temp);
+ return NULL;
+ }
+ SDL_FreeSurface(temp);
+
+ /* We're ready to roll. :) */
+ return texture;
+}
+
+SDL_bool
+DrawComposite(DrawState *s)
+{
+ SDL_Rect viewport, R;
+ SDL_Texture *target;
+
+ static SDL_bool blend_tested = SDL_FALSE;
+ if (!blend_tested) {
+ SDL_Texture *A, *B;
+ Uint32 P;
+
+ A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
+ SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND);
+
+ B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
+ SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND);
+
+ SDL_SetRenderTarget(s->renderer, A);
+ SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80);
+ SDL_RenderFillRect(s->renderer, NULL);
+
+ SDL_SetRenderTarget(s->renderer, B);
+ SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
+ SDL_RenderFillRect(s->renderer, NULL);
+ SDL_RenderCopy(s->renderer, A, NULL, NULL);
+ SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
+
+ SDL_Log("Blended pixel: 0x%8.8X\n", P);
+
+ SDL_DestroyTexture(A);
+ SDL_DestroyTexture(B);
+ blend_tested = SDL_TRUE;
+ }
+
+ SDL_RenderGetViewport(s->renderer, &viewport);
+
+ target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
+ SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
+ SDL_SetRenderTarget(s->renderer, target);
+
+ /* Draw the background.
+ This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
+ */
+ SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
+ SDL_RenderFillRect(s->renderer, NULL);
+
+ /* Scale and draw the sprite */
+ s->sprite_rect.w += s->scale_direction;
+ s->sprite_rect.h += s->scale_direction;
+ if (s->scale_direction > 0) {
+ if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
+ s->scale_direction = -1;
+ }
+ } else {
+ if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
+ s->scale_direction = 1;
+ }
+ }
+ s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
+ s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
+
+ SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
+
+ SDL_SetRenderTarget(s->renderer, NULL);
+ SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
+
+ SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
+ SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
+ R.x = 0;
+ R.y = 0;
+ R.w = 100;
+ R.h = 100;
+ SDL_RenderFillRect(s->renderer, &R);
+ SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
+
+ SDL_RenderCopy(s->renderer, target, NULL, NULL);
+ SDL_DestroyTexture(target);
+
+ /* Update the screen! */
+ SDL_RenderPresent(s->renderer);
+ return SDL_TRUE;
+}
+
+SDL_bool
+Draw(DrawState *s)
+{
+ SDL_Rect viewport;
+ SDL_Texture *target;
+
+ SDL_RenderGetViewport(s->renderer, &viewport);
+
+ target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
+ if (!target) {
+ SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
+ return SDL_FALSE;
+ }
+ SDL_SetRenderTarget(s->renderer, target);
+
+ /* Draw the background */
+ SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
+
+ /* Scale and draw the sprite */
+ s->sprite_rect.w += s->scale_direction;
+ s->sprite_rect.h += s->scale_direction;
+ if (s->scale_direction > 0) {
+ if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
+ s->scale_direction = -1;
+ }
+ } else {
+ if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
+ s->scale_direction = 1;
+ }
+ }
+ s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
+ s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
+
+ SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
+
+ SDL_SetRenderTarget(s->renderer, NULL);
+ SDL_RenderCopy(s->renderer, target, NULL, NULL);
+ SDL_DestroyTexture(target);
+
+ /* Update the screen! */
+ SDL_RenderPresent(s->renderer);
+ return SDL_TRUE;
+}
+
+void
+loop()
+{
+ int i;
+ SDL_Event event;
+
+ /* Check for events */
+ while (SDL_PollEvent(&event)) {
+ SDLTest_CommonEvent(state, &event, &done);
+ }
+ for (i = 0; i < state->num_windows; ++i) {
+ if (state->windows[i] == NULL)
+ continue;
+ if (test_composite) {
+ if (!DrawComposite(&drawstates[i])) done = 1;
+ } else {
+ if (!Draw(&drawstates[i])) done = 1;
+ }
+ }
+#ifdef __EMSCRIPTEN__
+ if (done) {
+ emscripten_cancel_main_loop();
+ }
+#endif
+}
+
+int
+main(int argc, char *argv[])
+{
+ int i;
+ int frames;
+ Uint32 then, now;
+
+ /* 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], "--composite") == 0) {
+ test_composite = SDL_TRUE;
+ consumed = 1;
+ }
+ }
+ if (consumed < 0) {
+ SDL_Log("Usage: %s %s [--composite]\n",
+ argv[0], SDLTest_CommonUsage(state));
+ quit(1);
+ }
+ i += consumed;
+ }
+ if (!SDLTest_CommonInit(state)) {
+ quit(2);
+ }
+
+ drawstates = SDL_stack_alloc(DrawState, state->num_windows);
+ for (i = 0; i < state->num_windows; ++i) {
+ DrawState *drawstate = &drawstates[i];
+
+ drawstate->window = state->windows[i];
+ drawstate->renderer = state->renderers[i];
+ if (test_composite) {
+ drawstate->sprite = LoadTexture(drawstate->renderer, "icon-alpha.bmp", SDL_TRUE);
+ } else {
+ drawstate->sprite = LoadTexture(drawstate->renderer, "icon.bmp", SDL_TRUE);
+ }
+ drawstate->background = LoadTexture(drawstate->renderer, "sample.bmp", SDL_FALSE);
+ if (!drawstate->sprite || !drawstate->background) {
+ quit(2);
+ }
+ SDL_QueryTexture(drawstate->sprite, NULL, NULL,
+ &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
+ drawstate->scale_direction = 1;
+ }
+
+ /* 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);
+ }
+
+ SDL_stack_free(drawstates);
+
+ quit(0);
+ return 0;
+}
+
+/* vi: set ts=4 sw=4 expandtab: */