Mercurial > sdl-ios-xcode
view test/testintersections.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 | e4f025078c1c |
children | 438ba87e9578 |
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/* Simple program: draw as many random objects on the screen as possible */ #include <stdlib.h> #include <stdio.h> #include <time.h> #include "common.h" #define SWAP(typ,a,b) do{typ t=a;a=b;b=t;}while(0) #define NUM_OBJECTS 100 static CommonState *state; static int num_objects; static SDL_bool cycle_color; static SDL_bool cycle_alpha; static int cycle_direction = 1; static int current_alpha = 255; static int current_color = 255; static SDL_BlendMode blendMode = SDL_BLENDMODE_NONE; void DrawPoints(SDL_WindowID window) { int i; int x, y; int window_w, window_h; /* Query the sizes */ SDL_GetWindowSize(window, &window_w, &window_h); SDL_SetRenderDrawBlendMode(blendMode); for (i = 0; i < num_objects * 4; ++i) { /* 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; } } 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_SetRenderDrawColor(255, (Uint8) current_color, (Uint8) current_color, (Uint8) current_alpha); x = rand() % window_w; y = rand() % window_h; SDL_RenderPoint(x, y); } SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE); } #define MAX_LINES 16 int num_lines = 0; SDL_Rect lines[MAX_LINES]; static int add_line(int x1, int y1, int x2, int y2) { if (num_lines >= MAX_LINES) return 0; if ((x1 == x2) && (y1 == y2)) return 0; printf("adding line (%d, %d), (%d, %d)\n", x1, y1, x2, y2); lines[num_lines].x = x1; lines[num_lines].y = y1; lines[num_lines].w = x2; lines[num_lines].h = y2; return ++num_lines; } void DrawLines(SDL_WindowID window) { int i; int x1, y1, x2, y2; int window_w, window_h; /* Query the sizes */ SDL_GetWindowSize(window, &window_w, &window_h); SDL_SetRenderDrawBlendMode(blendMode); for (i = 0; i < num_lines; ++i) { SDL_SetRenderDrawColor(255, 255, 255, 255); if (i == -1) { SDL_RenderLine(0, 0, window_w - 1, window_h - 1); SDL_RenderLine(0, window_h - 1, window_w - 1, 0); SDL_RenderLine(0, window_h / 2, window_w - 1, window_h / 2); SDL_RenderLine(window_w / 2, 0, window_w / 2, window_h - 1); } else { SDL_RenderLine(lines[i].x, lines[i].y, lines[i].w, lines[i].h); } } SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE); } #define MAX_RECTS 16 int num_rects = 0; SDL_Rect rects[MAX_RECTS]; static int add_rect(int x1, int y1, int x2, int y2) { if (num_rects >= MAX_RECTS) return 0; if ((x1 == x2) || (y1 == y2)) return 0; if (x1 > x2) SWAP(int, x1, x2); if (y1 > y2) SWAP(int, y1, y2); printf("adding rect (%d, %d), (%d, %d) [%dx%d]\n", x1, y1, x2, y2, x2 - x1, y2 - y1); rects[num_rects].x = x1; rects[num_rects].y = y1; rects[num_rects].w = x2 - x1; rects[num_rects].h = y2 - y1; return ++num_rects; } static void DrawRects(SDL_WindowID window) { int i; int window_w, window_h; /* Query the sizes */ SDL_GetWindowSize(window, &window_w, &window_h); SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE); for (i = 0; i < num_rects; ++i) { SDL_SetRenderDrawColor(255, 127, 0, 255); SDL_RenderFill(&rects[i]); } SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE); } static void DrawRectLineIntersections(SDL_WindowID window) { int i, j, window_w, window_h; /* Query the sizes */ SDL_GetWindowSize(window, &window_w, &window_h); SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE); for (i = 0; i < num_rects; i++) for (j = 0; j < num_lines; j++) { int x1, y1, x2, y2; SDL_Rect r; r = rects[i]; x1 = lines[j].x; y1 = lines[j].y; x2 = lines[j].w; y2 = lines[j].h; if (SDL_IntersectRectAndLine(&r, &x1, &y1, &x2, &y2)) { SDL_SetRenderDrawColor(0, 255, 55, 255); SDL_RenderLine(x1, y1, x2, y2); } } SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE); } static void DrawRectRectIntersections(SDL_WindowID window) { int i, j; SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE); for (i = 0; i < num_rects; i++) for (j = i + 1; j < num_rects; j++) { SDL_Rect r; if (SDL_IntersectRect(&rects[i], &rects[j], &r)) { SDL_SetRenderDrawColor(255, 200, 0, 255); SDL_RenderFill(&r); } } SDL_SetRenderDrawBlendMode(SDL_BLENDMODE_NONE); } int main(int argc, char *argv[]) { int mouse_begin_x = -1, mouse_begin_y = -1; int i, done; SDL_Event event; Uint32 then, now, frames; /* Initialize parameters */ num_objects = NUM_OBJECTS; /* Initialize test framework */ state = CommonCreateState(argv, SDL_INIT_VIDEO); if (!state) { return 1; } for (i = 1; i < argc;) { int consumed; consumed = CommonArg(state, i); if (consumed == 0) { consumed = -1; if (SDL_strcasecmp(argv[i], "--blend") == 0) { if (argv[i + 1]) { if (SDL_strcasecmp(argv[i + 1], "none") == 0) { blendMode = SDL_BLENDMODE_NONE; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "mask") == 0) { blendMode = SDL_BLENDMODE_MASK; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "blend") == 0) { blendMode = SDL_BLENDMODE_BLEND; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "add") == 0) { blendMode = SDL_BLENDMODE_ADD; consumed = 2; } else if (SDL_strcasecmp(argv[i + 1], "mod") == 0) { blendMode = SDL_BLENDMODE_MOD; consumed = 2; } } } else if (SDL_strcasecmp(argv[i], "--cyclecolor") == 0) { cycle_color = SDL_TRUE; consumed = 1; } else if (SDL_strcasecmp(argv[i], "--cyclealpha") == 0) { cycle_alpha = SDL_TRUE; consumed = 1; } else if (SDL_isdigit(*argv[i])) { num_objects = SDL_atoi(argv[i]); consumed = 1; } } if (consumed < 0) { fprintf(stderr, "Usage: %s %s [--blend none|mask|blend|add|mod] [--cyclecolor] [--cyclealpha]\n", argv[0], CommonUsage(state)); return 1; } i += consumed; } if (!CommonInit(state)) { return 2; } /* Create the windows and initialize the renderers */ for (i = 0; i < state->num_windows; ++i) { SDL_SelectRenderer(state->windows[i]); SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); SDL_RenderFill(NULL); } srand(time(NULL)); /* 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_MOUSEBUTTONDOWN: if (event.button.which == 0) { mouse_begin_x = event.button.x; mouse_begin_y = event.button.y; } break; case SDL_MOUSEBUTTONUP: if (event.button.which == 0) { if (event.button.button == 3) add_line(mouse_begin_x, mouse_begin_y, event.button.x, event.button.y); if (event.button.button == 1) add_rect(mouse_begin_x, mouse_begin_y, event.button.x, event.button.y); } break; case SDL_KEYDOWN: switch (event.key.keysym.sym) { case 'l': if (event.key.keysym.mod & KMOD_SHIFT) num_lines = 0; else add_line(rand() % 640, rand() % 480, rand() % 640, rand() % 480); break; case 'r': if (event.key.keysym.mod & KMOD_SHIFT) num_rects = 0; else add_rect(rand() % 640, rand() % 480, rand() % 640, rand() % 480); break; } break; case SDL_WINDOWEVENT: switch (event.window.event) { case SDL_WINDOWEVENT_EXPOSED: SDL_SelectRenderer(event.window.windowID); SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); SDL_RenderFill(NULL); break; } break; default: break; } } for (i = 0; i < state->num_windows; ++i) { SDL_SelectRenderer(state->windows[i]); SDL_SetRenderDrawColor(0xA0, 0xA0, 0xA0, 0xFF); SDL_RenderFill(NULL); DrawRects(state->windows[i]); DrawPoints(state->windows[i]); DrawRectRectIntersections(state->windows[i]); DrawLines(state->windows[i]); DrawRectLineIntersections(state->windows[i]); SDL_RenderPresent(); } } /* Print out some timing information */ now = SDL_GetTicks(); if (now > then) { double fps = ((double) frames * 1000) / (now - then); printf("%2.2f frames per second\n", fps); } return 0; } /* vi: set ts=4 sw=4 expandtab: */