2 Copyright (C) 1997-2018 Sam Lantinga <slouken@libsdl.org>
4 This software is provided 'as-is', without any express or implied
5 warranty. In no event will the authors be held liable for any damages
6 arising from the use of this software.
8 Permission is granted to anyone to use this software for any purpose,
9 including commercial applications, and to alter it and redistribute it
12 /* Simple program: Move N sprites around on the screen as fast as possible */
19 #include <emscripten/emscripten.h>
22 #include "SDL_test_common.h"
23 #define WINDOW_WIDTH 720
24 #define WINDOW_HEIGHT 1280
26 static SDLTest_CommonState *state;
30 SDL_Renderer *renderer;
31 SDL_Texture *background;
37 DrawState *drawstates;
39 SDL_bool test_composite = SDL_FALSE;
41 /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
45 SDLTest_CommonQuit(state);
50 LoadTexture(SDL_Renderer *renderer, char *file, SDL_bool transparent)
55 /* Load the sprite image */
56 temp = SDL_LoadBMP(file);
58 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't load %s: %s", file, SDL_GetError());
62 /* Set transparent pixel as the pixel at (0,0) */
64 if (temp->format->palette) {
65 SDL_SetColorKey(temp, SDL_TRUE, *(Uint8 *) temp->pixels);
67 switch (temp->format->BitsPerPixel) {
69 SDL_SetColorKey(temp, SDL_TRUE,
70 (*(Uint16 *) temp->pixels) & 0x00007FFF);
73 SDL_SetColorKey(temp, SDL_TRUE, *(Uint16 *) temp->pixels);
76 SDL_SetColorKey(temp, SDL_TRUE,
77 (*(Uint32 *) temp->pixels) & 0x00FFFFFF);
80 SDL_SetColorKey(temp, SDL_TRUE, *(Uint32 *) temp->pixels);
86 /* Create textures from the image */
87 texture = SDL_CreateTextureFromSurface(renderer, temp);
89 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create texture: %s\n", SDL_GetError());
90 SDL_FreeSurface(temp);
93 SDL_FreeSurface(temp);
95 /* We're ready to roll. :) */
100 DrawComposite(DrawState *s)
102 SDL_Rect viewport, R;
105 static SDL_bool blend_tested = SDL_FALSE;
110 A = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
111 SDL_SetTextureBlendMode(A, SDL_BLENDMODE_BLEND);
113 B = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, 1, 1);
114 SDL_SetTextureBlendMode(B, SDL_BLENDMODE_BLEND);
116 SDL_SetRenderTarget(s->renderer, A);
117 SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x80);
118 SDL_RenderFillRect(s->renderer, NULL);
120 SDL_SetRenderTarget(s->renderer, B);
121 SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
122 SDL_RenderFillRect(s->renderer, NULL);
123 SDL_RenderCopy(s->renderer, A, NULL, NULL);
124 SDL_RenderReadPixels(s->renderer, NULL, SDL_PIXELFORMAT_ARGB8888, &P, sizeof(P));
126 SDL_Log("Blended pixel: 0x%8.8X\n", P);
128 SDL_DestroyTexture(A);
129 SDL_DestroyTexture(B);
130 blend_tested = SDL_TRUE;
133 SDL_RenderGetViewport(s->renderer, &viewport);
135 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
136 SDL_SetTextureBlendMode(target, SDL_BLENDMODE_BLEND);
137 SDL_SetRenderTarget(s->renderer, target);
139 /* Draw the background.
140 This is solid black so when the sprite is copied to it, any per-pixel alpha will be blended through.
142 SDL_SetRenderDrawColor(s->renderer, 0x00, 0x00, 0x00, 0x00);
143 SDL_RenderFillRect(s->renderer, NULL);
145 /* Scale and draw the sprite */
146 s->sprite_rect.w += s->scale_direction;
147 s->sprite_rect.h += s->scale_direction;
148 if (s->scale_direction > 0) {
149 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
150 s->scale_direction = -1;
153 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
154 s->scale_direction = 1;
157 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
158 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
160 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
162 SDL_SetRenderTarget(s->renderer, NULL);
163 SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
165 SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_BLEND);
166 SDL_SetRenderDrawColor(s->renderer, 0xff, 0x00, 0x00, 0x80);
171 SDL_RenderFillRect(s->renderer, &R);
172 SDL_SetRenderDrawBlendMode(s->renderer, SDL_BLENDMODE_NONE);
174 SDL_RenderCopy(s->renderer, target, NULL, NULL);
175 SDL_DestroyTexture(target);
177 /* Update the screen! */
178 SDL_RenderPresent(s->renderer);
188 SDL_RenderGetViewport(s->renderer, &viewport);
190 target = SDL_CreateTexture(s->renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_TARGET, viewport.w, viewport.h);
192 SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't create render target texture: %s\n", SDL_GetError());
195 SDL_SetRenderTarget(s->renderer, target);
197 /* Draw the background */
198 SDL_RenderCopy(s->renderer, s->background, NULL, NULL);
200 /* Scale and draw the sprite */
201 s->sprite_rect.w += s->scale_direction;
202 s->sprite_rect.h += s->scale_direction;
203 if (s->scale_direction > 0) {
204 if (s->sprite_rect.w >= viewport.w || s->sprite_rect.h >= viewport.h) {
205 s->scale_direction = -1;
208 if (s->sprite_rect.w <= 1 || s->sprite_rect.h <= 1) {
209 s->scale_direction = 1;
212 s->sprite_rect.x = (viewport.w - s->sprite_rect.w) / 2;
213 s->sprite_rect.y = (viewport.h - s->sprite_rect.h) / 2;
215 SDL_RenderCopy(s->renderer, s->sprite, NULL, &s->sprite_rect);
217 SDL_SetRenderTarget(s->renderer, NULL);
218 SDL_RenderCopy(s->renderer, target, NULL, NULL);
219 SDL_DestroyTexture(target);
221 /* Update the screen! */
222 SDL_RenderPresent(s->renderer);
232 /* Check for events */
233 while (SDL_PollEvent(&event)) {
234 SDLTest_CommonEvent(state, &event, &done);
237 if(event.key.keysym.sym == 0)
244 for (i = 0; i < state->num_windows; ++i) {
245 if (state->windows[i] == NULL)
247 if (test_composite) {
248 if (!DrawComposite(&drawstates[i])) done = 1;
250 if (!Draw(&drawstates[i])) done = 1;
253 #ifdef __EMSCRIPTEN__
255 emscripten_cancel_main_loop();
261 main(int argc, char *argv[])
267 /* Enable standard application logging */
268 SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
270 /* Initialize test framework */
271 state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
272 state->window_w = WINDOW_WIDTH;
273 state->window_h = WINDOW_HEIGHT;
277 for (i = 1; i < argc;) {
280 consumed = SDLTest_CommonArg(state, i);
283 if (SDL_strcasecmp(argv[i], "--composite") == 0) {
284 test_composite = SDL_TRUE;
289 SDL_Log("Usage: %s %s [--composite]\n",
290 argv[0], SDLTest_CommonUsage(state));
295 if (!SDLTest_CommonInit(state)) {
299 drawstates = SDL_stack_alloc(DrawState, state->num_windows);
300 for (i = 0; i < state->num_windows; ++i) {
301 DrawState *drawstate = &drawstates[i];
303 drawstate->window = state->windows[i];
304 drawstate->renderer = state->renderers[i];
305 if (test_composite) {
306 drawstate->sprite = LoadTexture(drawstate->renderer, "res/icon-alpha.bmp", SDL_TRUE);
308 drawstate->sprite = LoadTexture(drawstate->renderer, "res/icon.bmp", SDL_TRUE);
310 drawstate->background = LoadTexture(drawstate->renderer, "res/sample.bmp", SDL_FALSE);
311 if (!drawstate->sprite || !drawstate->background) {
314 SDL_QueryTexture(drawstate->sprite, NULL, NULL,
315 &drawstate->sprite_rect.w, &drawstate->sprite_rect.h);
316 drawstate->scale_direction = 1;
319 /* Main render loop */
321 then = SDL_GetTicks();
324 #ifdef __EMSCRIPTEN__
325 emscripten_set_main_loop(loop, 0, 1);
333 /* Print out some timing information */
334 now = SDL_GetTicks();
336 double fps = ((double) frames * 1000) / (now - then);
337 SDL_Log("%2.2f frames per second\n", fps);
340 SDL_stack_free(drawstates);
346 /* vi: set ts=4 sw=4 expandtab: */