Mercurial > sdl-ios-xcode
view test/nds-test-progs/sprite2/source/testsprite2.c @ 3197:434ce3242e1c
Alexei Tereschenko
Why not to use hardware vertex processing instead of software one if
it is available in D3D render driver? With hardware processing
testsprite2 runs three times faster on all videocards which I could
test.
author | Sam Lantinga <slouken@libsdl.org> |
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date | Tue, 16 Jun 2009 14:34:15 +0000 |
parents | 9dde605c7540 |
children |
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/* Simple program: Move N sprites around on the screen as fast as possible */ #include <stdlib.h> #include <stdio.h> #include <time.h> #include <nds.h> #include <fat.h> #include "common.h" #define NUM_SPRITES 10 #define MAX_SPEED 1 static CommonState *state; static int num_sprites; static SDL_TextureID *sprites; static SDL_bool cycle_color; static SDL_bool cycle_alpha; static int cycle_direction = 1; static int current_alpha = 0; static int current_color = 0; static SDL_Rect *positions; static SDL_Rect *velocities; static int sprite_w, sprite_h; static SDL_BlendMode blendMode = SDL_BLENDMODE_MASK; static SDL_TextureScaleMode scaleMode = SDL_TEXTURESCALEMODE_NONE; /* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */ static void quit(int rc) { if (sprites) { SDL_free(sprites); } if (positions) { SDL_free(positions); } if (velocities) { SDL_free(velocities); } CommonQuit(state); exit(rc); } int LoadSprite(char *file) { int i; SDL_Surface *temp; /* Load the sprite image */ temp = SDL_LoadBMP(file); if (temp == NULL) { fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError()); return (-1); } sprite_w = temp->w; sprite_h = temp->h; /* Set transparent pixel as the pixel at (0,0) */ if (temp->format->palette) { SDL_SetColorKey(temp, SDL_SRCCOLORKEY, *(Uint8 *) temp->pixels); } /* Create textures from the image */ for (i = 0; i < state->num_windows; ++i) { SDL_SelectRenderer(state->windows[i]); sprites[i] = SDL_CreateTextureFromSurface(0, temp); if (!sprites[i]) { fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); SDL_FreeSurface(temp); return (-1); } SDL_SetTextureBlendMode(sprites[i], blendMode); SDL_SetTextureScaleMode(sprites[i], scaleMode); } SDL_FreeSurface(temp); /* We're ready to roll. :) */ return (0); } int LoadSprite2(const u8 * ptr, int size) { int i; SDL_Rect r = { 0, 0, 32, 32 }; for (i = 0; i < state->num_windows; ++i) { SDL_SelectRenderer(state->windows[i]); sprites[i] = SDL_CreateTexture(SDL_PIXELFORMAT_ABGR1555, SDL_TEXTUREACCESS_STATIC, r.w, r.h); if (!sprites[i]) { fprintf(stderr, "Couldn't create texture: %s\n", SDL_GetError()); return -1; } SDL_UpdateTexture(sprites[i], &r, ptr, r.w * 2); SDL_SetTextureBlendMode(sprites[i], blendMode); SDL_SetTextureScaleMode(sprites[i], scaleMode); } return 0; } void MoveSprites(SDL_WindowID window, SDL_TextureID sprite) { int i, n; int window_w, window_h; SDL_Rect area, *position, *velocity; SDL_SelectRenderer(window); /* Query the sizes */ SDL_GetWindowSize(window, &window_w, &window_h); /* Cycle the color and alpha, if desired */ if (cycle_color) { current_color += cycle_direction; if (current_color < 0) { current_color = 0; cycle_direction = -cycle_direction; } if (current_color > 255) { current_color = 255; cycle_direction = -cycle_direction; } SDL_SetTextureColorMod(sprite, 255, (Uint8) current_color, (Uint8) current_color); } if (cycle_alpha) { current_alpha += cycle_direction; if (current_alpha < 0) { current_alpha = 0; cycle_direction = -cycle_direction; } if (current_alpha > 255) { current_alpha = 255; cycle_direction = -cycle_direction; } SDL_SetTextureAlphaMod(sprite, (Uint8) current_alpha); } /* Move the sprite, bounce at the wall, and draw */ n = 0; SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); for (i = 0; i < num_sprites; ++i) { position = &positions[i]; velocity = &velocities[i]; position->x += velocity->x; if ((position->x < 0) || (position->x >= (window_w - sprite_w))) { velocity->x = -velocity->x; position->x += velocity->x; } position->y += velocity->y; if ((position->y < 0) || (position->y >= (window_h - sprite_w))) { velocity->y = -velocity->y; position->y += velocity->y; } /* Blit the sprite onto the screen */ SDL_RenderCopy(sprite, NULL, position); } /* Update the screen! */ SDL_RenderPresent(); } int main(int argc, char *argv[]) { int i, done; SDL_Event event; Uint32 then, now, frames; consoleDemoInit(); puts("Hello world! Initializing FAT..."); fatInitDefault(); /* Initialize parameters */ num_sprites = NUM_SPRITES; /* Initialize test framework */ state = CommonCreateState(argv, SDL_INIT_VIDEO); if (!state) { return 1; } if (!CommonInit(state)) { quit(2); } /* Create the windows, initialize the renderers, and load the textures */ sprites = (SDL_TextureID *) SDL_malloc(state->num_windows * sizeof(*sprites)); if (!sprites) { fprintf(stderr, "Out of memory!\n"); quit(2); } for (i = 0; i < state->num_windows; ++i) { SDL_SelectRenderer(state->windows[i]); SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); } if (LoadSprite("icon.bmp") < 0) { printf("\nerrored.\n"); while (1); quit(2); } /* Allocate memory for the sprite info */ positions = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); velocities = (SDL_Rect *) SDL_malloc(num_sprites * sizeof(SDL_Rect)); if (!positions || !velocities) { fprintf(stderr, "Out of memory!\n"); quit(2); } srand(time(NULL)); if (scaleMode != SDL_TEXTURESCALEMODE_NONE) { sprite_w += sprite_w / 2; sprite_h += sprite_h / 2; } for (i = 0; i < num_sprites; ++i) { positions[i].x = rand() % (state->window_w - sprite_w); positions[i].y = rand() % (state->window_h - sprite_h); positions[i].w = sprite_w; positions[i].h = sprite_h; velocities[i].x = 0; velocities[i].y = 0; while (!velocities[i].x && !velocities[i].y) { velocities[i].x = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; velocities[i].y = (rand() % (MAX_SPEED * 2 + 1)) - MAX_SPEED; } } /* Main render loop */ frames = 0; then = SDL_GetTicks(); done = 0; while (!done) { /* Check for events */ ++frames; while (SDL_PollEvent(&event)) { CommonEvent(state, &event, &done); switch (event.type) { case SDL_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_EXPOSED: SDL_SelectRenderer(event.window.windowID); SDL_RenderFill(0xA0, 0xA0, 0xA0, 0xFF, NULL); break; } break; default: break; } } for (i = 0; i < state->num_windows; ++i) { MoveSprites(state->windows[i], sprites[i]); } } /* Print out some timing information */ now = SDL_GetTicks(); if (now > then) { printf("%2.2f frames per second\n", ((double) frames * 1000) / (now - then)); } quit(0); return 0; } /* vi: set ts=4 sw=4 expandtab: */