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examples/renderer/01-clear: Use the color-cycle code from testvulkan.c
(and testgpu_simple_clear.c, of course!)
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@@ -10,18 +10,10 @@
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#include <SDL3/SDL.h>
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <SDL3/SDL_main.h>
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/* We will use this renderer to draw into this window every frame. */
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/* We will use this renderer to draw into this window every frame. */
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static SDL_Window *window = NULL;
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static SDL_Window *window = NULL;
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static SDL_Renderer *renderer = NULL;
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static SDL_Renderer *renderer = NULL;
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/* the current red color we're clearing to. */
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static Uint8 red = 0;
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/* When fading up, this is 1, when fading down, it's -1. */
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static int fade_direction = 1;
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/* This function runs once at startup. */
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/* This function runs once at startup. */
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
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{
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{
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@@ -50,9 +42,12 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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/* This function runs once per frame, and is the heart of the program. */
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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{
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/* since we're always fading red, we leave green and blue at zero.
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const double now = ((double)SDL_GetTicks()) / 1000.0; /* convert from milliseconds to seconds. */
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alpha doesn't mean much here, so leave it at full (255, no transparency). */
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/* choose the color for the frame we will draw. The sine wave trick makes it fade between colors smoothly. */
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SDL_SetRenderDrawColor(renderer, red, 0, 0, 255);
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const float red = (float) (0.5 + 0.5 * SDL_sin(now));
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const float green = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3));
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const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3));
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SDL_SetRenderDrawColorFloat(renderer, red, green, blue, 1.0f); /* new color, full alpha. */
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/* clear the window to the draw color. */
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/* clear the window to the draw color. */
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SDL_RenderClear(renderer);
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SDL_RenderClear(renderer);
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@@ -60,20 +55,6 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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/* put the newly-cleared rendering on the screen. */
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/* put the newly-cleared rendering on the screen. */
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SDL_RenderPresent(renderer);
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SDL_RenderPresent(renderer);
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/* update the color for the next frame we will draw. */
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if (fade_direction > 0) {
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if (red == 255) {
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fade_direction = -1;
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} else {
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red++;
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}
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} else if (fade_direction < 0) {
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if (red == 0) {
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fade_direction = 1;
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} else {
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red--;
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}
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}
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return SDL_APP_CONTINUE; /* carry on with the program! */
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return SDL_APP_CONTINUE; /* carry on with the program! */
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}
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}
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@@ -91,7 +91,7 @@ SDL_AppResult SDL_AppIterate(void *appstate)
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color_target_info.texture = swapchainTexture;
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color_target_info.texture = swapchainTexture;
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color_target_info.clear_color.r = (float)(0.5 + 0.5 * SDL_sin(currentTime));
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color_target_info.clear_color.r = (float)(0.5 + 0.5 * SDL_sin(currentTime));
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color_target_info.clear_color.g = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 2 / 3));
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color_target_info.clear_color.g = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 2 / 3));
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color_target_info.clear_color.b = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 4 / 3));;
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color_target_info.clear_color.b = (float)(0.5 + 0.5 * SDL_sin(currentTime + SDL_PI_D * 4 / 3));
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color_target_info.clear_color.a = 1.0f;
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color_target_info.clear_color.a = 1.0f;
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color_target_info.load_op = SDL_GPU_LOADOP_CLEAR;
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color_target_info.load_op = SDL_GPU_LOADOP_CLEAR;
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color_target_info.store_op = SDL_GPU_STOREOP_STORE;
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color_target_info.store_op = SDL_GPU_STOREOP_STORE;
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