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read-pixels.c 6.7 KB

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  1. /*
  2. * This example creates an SDL window and renderer, and draws a
  3. * rotating texture to it, reads back the rendered pixels, converts them to
  4. * black and white, and then draws the converted image to a corner of the
  5. * screen.
  6. *
  7. * This isn't necessarily an efficient thing to do--in real life one might
  8. * want to do this sort of thing with a render target--but it's just a visual
  9. * example of how to use SDL_RenderReadPixels().
  10. *
  11. * This code is public domain. Feel free to use it for any purpose!
  12. */
  13. #define SDL_MAIN_USE_CALLBACKS 1 /* use the callbacks instead of main() */
  14. #include <SDL3/SDL.h>
  15. #include <SDL3/SDL_main.h>
  16. /* We will use this renderer to draw into this window every frame. */
  17. static SDL_Window *window = NULL;
  18. static SDL_Renderer *renderer = NULL;
  19. static SDL_Texture *texture = NULL;
  20. static SDL_Texture *converted_texture = NULL;
  21. static int texture_width = 0;
  22. static int texture_height = 0;
  23. #define WINDOW_WIDTH 640
  24. #define WINDOW_HEIGHT 480
  25. /* This function runs once at startup. */
  26. SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
  27. {
  28. SDL_Surface *surface = NULL;
  29. char *bmp_path = NULL;
  30. if (!SDL_Init(SDL_INIT_VIDEO)) {
  31. SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
  32. return SDL_APP_FAILURE;
  33. }
  34. if (!SDL_CreateWindowAndRenderer("examples/renderer/read-pixels", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
  35. SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
  36. return SDL_APP_FAILURE;
  37. }
  38. /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
  39. engines refer to these as "sprites." We'll do a static texture (upload once, draw many
  40. times) with data from a bitmap file. */
  41. /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
  42. Load a .bmp into a surface, move it to a texture from there. */
  43. SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath()); /* allocate a string of the full file path */
  44. surface = SDL_LoadBMP(bmp_path);
  45. if (!surface) {
  46. SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load bitmap!", SDL_GetError(), NULL);
  47. return SDL_APP_FAILURE;
  48. }
  49. SDL_free(bmp_path); /* done with this, the file is loaded. */
  50. texture_width = surface->w;
  51. texture_height = surface->h;
  52. texture = SDL_CreateTextureFromSurface(renderer, surface);
  53. if (!texture) {
  54. SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create static texture!", SDL_GetError(), NULL);
  55. return SDL_APP_FAILURE;
  56. }
  57. SDL_DestroySurface(surface); /* done with this, the texture has a copy of the pixels now. */
  58. converted_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, WINDOW_WIDTH, WINDOW_HEIGHT);
  59. if (!texture) {
  60. SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create conversion texture!", SDL_GetError(), NULL);
  61. return SDL_APP_FAILURE;
  62. }
  63. return SDL_APP_CONTINUE; /* carry on with the program! */
  64. }
  65. /* This function runs when a new event (mouse input, keypresses, etc) occurs. */
  66. SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
  67. {
  68. if (event->type == SDL_EVENT_QUIT) {
  69. return SDL_APP_SUCCESS; /* end the program, reporting success to the OS. */
  70. }
  71. return SDL_APP_CONTINUE; /* carry on with the program! */
  72. }
  73. /* This function runs once per frame, and is the heart of the program. */
  74. SDL_AppResult SDL_AppIterate(void *appstate)
  75. {
  76. const Uint64 now = SDL_GetTicks();
  77. SDL_Surface *surface;
  78. SDL_FPoint center;
  79. SDL_FRect dst_rect;
  80. /* we'll have a texture rotate around over 2 seconds (2000 milliseconds). 360 degrees in a circle! */
  81. const float rotation = (((float) ((int) (now % 2000))) / 2000.0f) * 360.0f;
  82. /* as you can see from this, rendering draws over whatever was drawn before it. */
  83. SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
  84. SDL_RenderClear(renderer); /* start with a blank canvas. */
  85. /* Center this one, and draw it with some rotation so it spins! */
  86. dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
  87. dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
  88. dst_rect.w = (float) texture_width;
  89. dst_rect.h = (float) texture_height;
  90. /* rotate it around the center of the texture; you can rotate it from a different point, too! */
  91. center.x = texture_width / 2.0f;
  92. center.y = texture_height / 2.0f;
  93. SDL_RenderTextureRotated(renderer, texture, NULL, &dst_rect, rotation, &center, SDL_FLIP_NONE);
  94. /* this whole thing is _super_ expensive. Seriously, don't do this in real life. */
  95. surface = SDL_RenderReadPixels(renderer, NULL);
  96. if (surface && (surface->format != SDL_PIXELFORMAT_RGBA8888) && (surface->format != SDL_PIXELFORMAT_BGRA8888)) {
  97. SDL_Surface *converted = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_RGBA8888);
  98. SDL_DestroySurface(surface);
  99. surface = converted;
  100. }
  101. if (surface) {
  102. /* Turn each pixel into either black or white. This is a lousy technique but it works here.
  103. In real life, something like Floyd-Steinberg dithering might work
  104. better: https://en.wikipedia.org/wiki/Floyd%E2%80%93Steinberg_dithering*/
  105. int x, y;
  106. for (y = 0; y < surface->h; y++) {
  107. Uint32 *pixels = (Uint32 *) (((Uint8 *) surface->pixels) + (y * surface->pitch));
  108. for (x = 0; x < surface->w; x++) {
  109. Uint8 *p = (Uint8 *) (&pixels[x]);
  110. const Uint32 average = (((Uint32) p[1]) + ((Uint32) p[2]) + ((Uint32) p[3])) / 3;
  111. if (average == 0) {
  112. p[0] = 0; // turn off alpha for pure black pixels.
  113. }
  114. p[1] = p[2] = p[3] = (average > 50) ? 0xFF : 0x00;
  115. }
  116. }
  117. /* upload the processed pixels back into a texture. */
  118. SDL_UpdateTexture(converted_texture, NULL, surface->pixels, surface->pitch);
  119. SDL_DestroySurface(surface);
  120. /* draw the texture to the top-left of the screen. */
  121. dst_rect.x = dst_rect.y = 0.0f;
  122. dst_rect.w = ((float) WINDOW_WIDTH) / 2.0f;
  123. dst_rect.h = ((float) WINDOW_WIDTH) / 2.0f;
  124. SDL_RenderTexture(renderer, converted_texture, NULL, &dst_rect);
  125. }
  126. SDL_RenderPresent(renderer); /* put it all on the screen! */
  127. return SDL_APP_CONTINUE; /* carry on with the program! */
  128. }
  129. /* This function runs once at shutdown. */
  130. void SDL_AppQuit(void *appstate)
  131. {
  132. SDL_DestroyTexture(converted_texture);
  133. SDL_DestroyTexture(texture);
  134. /* SDL will clean up the window/renderer for us. */
  135. }