Mercurial > sdl-ios-xcode
view docs/html/guidevideo.html @ 2884:9dde605c7540
Date: Fri, 19 Dec 2008 20:17:35 +0100
From: Couriersud
Subject: Re: Aw: Experience using SDL1.3 in sdlmame/Proposal for api additions
> For consistency you'd probably want:
> SDL_SetRenderDrawColor(Uint8 r, Uint8 g, Uint8 b, Uint8 a);
> SDL_SetRenderDrawBlendMode(SDL_BlendMode blendMode);
> SDL_RenderLine(int x1, int y1, int x2, int y2);
> SDL_RenderFill(SDL_Rect *rect);
>
> You probably also want to add API functions query the current state.
>
I have implemented the above api for the opengl, x11, directfb and
software renderers. I have also renamed *TEXTUREBLENDMODE* constants to
BLENDMODE*. The unix build compiles. The windows renderer still needs to
be updated, but I have no windows development machine at hand. Have a
look at the x11 renderer for a sample.
Vector games now run at 90% both on opengl and directfb in comparison to
sdlmame's own opengl renderer. The same applies to raster games.
The diff also includes
a) Changed XDrawRect to XFillRect in x11 renderer
b) A number of changes to fix blending and modulation issues in the
directfb renderer.
author | Sam Lantinga <slouken@libsdl.org> |
---|---|
date | Sat, 20 Dec 2008 12:00:00 +0000 |
parents | 355632dca928 |
children |
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<HTML ><HEAD ><TITLE >Graphics and Video</TITLE ><META NAME="GENERATOR" CONTENT="Modular DocBook HTML Stylesheet Version 1.76b+ "><LINK REL="HOME" TITLE="SDL Library Documentation" HREF="index.html"><LINK REL="UP" TITLE="SDL Guide" HREF="guide.html"><LINK REL="PREVIOUS" TITLE="Initializing SDL" HREF="guidebasicsinit.html"><LINK REL="NEXT" TITLE="Using OpenGL With SDL" HREF="guidevideoopengl.html"></HEAD ><BODY CLASS="CHAPTER" BGCOLOR="#FFF8DC" TEXT="#000000" LINK="#0000ee" VLINK="#551a8b" ALINK="#ff0000" ><DIV CLASS="NAVHEADER" ><TABLE SUMMARY="Header navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TH COLSPAN="3" ALIGN="center" >SDL Library Documentation</TH ></TR ><TR ><TD WIDTH="10%" ALIGN="left" VALIGN="bottom" ><A HREF="guidebasicsinit.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="80%" ALIGN="center" VALIGN="bottom" ></TD ><TD WIDTH="10%" ALIGN="right" VALIGN="bottom" ><A HREF="guidevideoopengl.html" ACCESSKEY="N" >Next</A ></TD ></TR ></TABLE ><HR ALIGN="LEFT" WIDTH="100%"></DIV ><DIV CLASS="CHAPTER" ><H1 ><A NAME="GUIDEVIDEO" ></A >Chapter 2. Graphics and Video</H1 ><DIV CLASS="TOC" ><DL ><DT ><B >Table of Contents</B ></DT ><DT ><A HREF="guidevideo.html#GUIDEVIDEOINTRO" >Introduction to SDL Video</A ></DT ><DT ><A HREF="guidevideoopengl.html" >Using OpenGL With SDL</A ></DT ></DL ></DIV ><DIV CLASS="SECT1" ><H1 CLASS="SECT1" ><A NAME="GUIDEVIDEOINTRO" ></A >Introduction to SDL Video</H1 ><P >Video is probably the most common thing that SDL is used for, and so it has the most complete subsystem. Here are a few examples to demonstrate the basics.</P ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN68" ></A >Initializing the Video Display</H2 ><P >This is what almost all SDL programs have to do in one way or another.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN71" ></A ><P ><B >Example 2-1. Initializing the Video Display</B ></P ><PRE CLASS="PROGRAMLISTING" > SDL_Surface *screen; /* Initialize the SDL library */ if( SDL_Init(SDL_INIT_VIDEO) < 0 ) { fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError()); exit(1); } /* Clean up on exit */ atexit(SDL_Quit); /* * Initialize the display in a 640x480 8-bit palettized mode, * requesting a software surface */ screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE); if ( screen == NULL ) { fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n", SDL_GetError()); exit(1); }</PRE ></DIV ></DIV ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN74" ></A >Initializing the Best Video Mode</H2 ><P >If you have a preference for a certain pixel depth but will accept any other, use SDL_SetVideoMode with SDL_ANYFORMAT as below. You can also use SDL_VideoModeOK() to find the native video mode that is closest to the mode you request.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN77" ></A ><P ><B >Example 2-2. Initializing the Best Video Mode</B ></P ><PRE CLASS="PROGRAMLISTING" > /* Have a preference for 8-bit, but accept any depth */ screen = SDL_SetVideoMode(640, 480, 8, SDL_SWSURFACE|SDL_ANYFORMAT); if ( screen == NULL ) { fprintf(stderr, "Couldn't set 640x480x8 video mode: %s\n", SDL_GetError()); exit(1); } printf("Set 640x480 at %d bits-per-pixel mode\n", screen->format->BitsPerPixel);</PRE ></DIV ></DIV ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN80" ></A >Loading and Displaying a BMP File</H2 ><P >The following function loads and displays a BMP file given as argument, once SDL is initialised and a video mode has been set.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN83" ></A ><P ><B >Example 2-3. Loading and Displaying a BMP File</B ></P ><PRE CLASS="PROGRAMLISTING" >void display_bmp(char *file_name) { SDL_Surface *image; /* Load the BMP file into a surface */ image = SDL_LoadBMP(file_name); if (image == NULL) { fprintf(stderr, "Couldn't load %s: %s\n", file_name, SDL_GetError()); return; } /* * Palettized screen modes will have a default palette (a standard * 8*8*4 colour cube), but if the image is palettized as well we can * use that palette for a nicer colour matching */ if (image->format->palette && screen->format->palette) { SDL_SetColors(screen, image->format->palette->colors, 0, image->format->palette->ncolors); } /* Blit onto the screen surface */ if(SDL_BlitSurface(image, NULL, screen, NULL) < 0) fprintf(stderr, "BlitSurface error: %s\n", SDL_GetError()); SDL_UpdateRect(screen, 0, 0, image->w, image->h); /* Free the allocated BMP surface */ SDL_FreeSurface(image); }</PRE ></DIV ></DIV ><DIV CLASS="SECT2" ><H2 CLASS="SECT2" ><A NAME="AEN86" ></A >Drawing Directly to the Display</H2 ><P >The following two functions can be used to get and set single pixels of a surface. They are carefully written to work with any depth currently supported by SDL. Remember to lock the surface before calling them, and to unlock it before calling any other SDL functions.</P ><P >To convert between pixel values and their red, green, blue components, use SDL_GetRGB() and SDL_MapRGB().</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN90" ></A ><P ><B >Example 2-4. getpixel()</B ></P ><PRE CLASS="PROGRAMLISTING" >/* * Return the pixel value at (x, y) * NOTE: The surface must be locked before calling this! */ Uint32 getpixel(SDL_Surface *surface, int x, int y) { int bpp = surface->format->BytesPerPixel; /* Here p is the address to the pixel we want to retrieve */ Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp; switch(bpp) { case 1: return *p; case 2: return *(Uint16 *)p; case 3: if(SDL_BYTEORDER == SDL_BIG_ENDIAN) return p[0] << 16 | p[1] << 8 | p[2]; else return p[0] | p[1] << 8 | p[2] << 16; case 4: return *(Uint32 *)p; default: return 0; /* shouldn't happen, but avoids warnings */ } }</PRE ></DIV ><DIV CLASS="EXAMPLE" ><A NAME="AEN93" ></A ><P ><B >Example 2-5. putpixel()</B ></P ><PRE CLASS="PROGRAMLISTING" >/* * Set the pixel at (x, y) to the given value * NOTE: The surface must be locked before calling this! */ void putpixel(SDL_Surface *surface, int x, int y, Uint32 pixel) { int bpp = surface->format->BytesPerPixel; /* Here p is the address to the pixel we want to set */ Uint8 *p = (Uint8 *)surface->pixels + y * surface->pitch + x * bpp; switch(bpp) { case 1: *p = pixel; break; case 2: *(Uint16 *)p = pixel; break; case 3: if(SDL_BYTEORDER == SDL_BIG_ENDIAN) { p[0] = (pixel >> 16) & 0xff; p[1] = (pixel >> 8) & 0xff; p[2] = pixel & 0xff; } else { p[0] = pixel & 0xff; p[1] = (pixel >> 8) & 0xff; p[2] = (pixel >> 16) & 0xff; } break; case 4: *(Uint32 *)p = pixel; break; } }</PRE ></DIV ><P >The following code uses the putpixel() function above to set a yellow pixel in the middle of the screen.</P ><DIV CLASS="EXAMPLE" ><A NAME="AEN97" ></A ><P ><B >Example 2-6. Using putpixel()</B ></P ><PRE CLASS="PROGRAMLISTING" > /* Code to set a yellow pixel at the center of the screen */ int x, y; Uint32 yellow; /* Map the color yellow to this display (R=0xff, G=0xFF, B=0x00) Note: If the display is palettized, you must set the palette first. */ yellow = SDL_MapRGB(screen->format, 0xff, 0xff, 0x00); x = screen->w / 2; y = screen->h / 2; /* Lock the screen for direct access to the pixels */ if ( SDL_MUSTLOCK(screen) ) { if ( SDL_LockSurface(screen) < 0 ) { fprintf(stderr, "Can't lock screen: %s\n", SDL_GetError()); return; } } putpixel(screen, x, y, yellow); if ( SDL_MUSTLOCK(screen) ) { SDL_UnlockSurface(screen); } /* Update just the part of the display that we've changed */ SDL_UpdateRect(screen, x, y, 1, 1); return; </PRE ></DIV ></DIV ></DIV ></DIV ><DIV CLASS="NAVFOOTER" ><HR ALIGN="LEFT" WIDTH="100%"><TABLE SUMMARY="Footer navigation table" WIDTH="100%" BORDER="0" CELLPADDING="0" CELLSPACING="0" ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" ><A HREF="guidebasicsinit.html" ACCESSKEY="P" >Prev</A ></TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="index.html" ACCESSKEY="H" >Home</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" ><A HREF="guidevideoopengl.html" ACCESSKEY="N" >Next</A ></TD ></TR ><TR ><TD WIDTH="33%" ALIGN="left" VALIGN="top" >Initializing SDL</TD ><TD WIDTH="34%" ALIGN="center" VALIGN="top" ><A HREF="guide.html" ACCESSKEY="U" >Up</A ></TD ><TD WIDTH="33%" ALIGN="right" VALIGN="top" >Using OpenGL With SDL</TD ></TR ></TABLE ></DIV ></BODY ></HTML >