view test/testgamma.c @ 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 c121d94672cb
children
line wrap: on
line source


/* Bring up a window and manipulate the gamma on it */

#include <stdlib.h>
#include <stdio.h>
#include <string.h>
#include <math.h>

#include "SDL.h"

/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
    SDL_Quit();
    exit(rc);
}

/* Turn a normal gamma value into an appropriate gamma ramp */
void
CalculateGamma(double gamma, Uint16 * ramp)
{
    int i, value;

    gamma = 1.0 / gamma;
    for (i = 0; i < 256; ++i) {
        value = (int) (pow((double) i / 256.0, gamma) * 65535.0 + 0.5);
        if (value > 65535) {
            value = 65535;
        }
        ramp[i] = (Uint16) value;
    }
}

/* This can be used as a general routine for all of the test programs */
int
get_video_args(char *argv[], int *w, int *h, int *bpp, Uint32 * flags)
{
    int i;

    *w = 640;
    *h = 480;
    *bpp = 0;
    *flags = SDL_SWSURFACE;

    for (i = 1; argv[i]; ++i) {
        if (strcmp(argv[i], "-width") == 0) {
            if (argv[i + 1]) {
                *w = atoi(argv[++i]);
            }
        } else if (strcmp(argv[i], "-height") == 0) {
            if (argv[i + 1]) {
                *h = atoi(argv[++i]);
            }
        } else if (strcmp(argv[i], "-bpp") == 0) {
            if (argv[i + 1]) {
                *bpp = atoi(argv[++i]);
            }
        } else if (strcmp(argv[i], "-fullscreen") == 0) {
            *flags |= SDL_FULLSCREEN;
        } else if (strcmp(argv[i], "-hw") == 0) {
            *flags |= SDL_HWSURFACE;
        } else if (strcmp(argv[i], "-hwpalette") == 0) {
            *flags |= SDL_HWPALETTE;
        } else
            break;
    }
    return i;
}

int
main(int argc, char *argv[])
{
    SDL_Surface *screen;
    SDL_Surface *image;
    float gamma;
    int i;
    int w, h, bpp;
    Uint32 flags;
    Uint16 ramp[256];
    Uint16 red_ramp[256];
    Uint32 then, timeout;

    /* Check command line arguments */
    argv += get_video_args(argv, &w, &h, &bpp, &flags);

    /* Initialize SDL */
    if (SDL_Init(SDL_INIT_VIDEO) < 0) {
        fprintf(stderr, "Couldn't initialize SDL: %s\n", SDL_GetError());
        return (1);
    }

    /* Initialize the display, always use hardware palette */
    screen = SDL_SetVideoMode(w, h, bpp, flags | SDL_HWPALETTE);
    if (screen == NULL) {
        fprintf(stderr, "Couldn't set %dx%d video mode: %s\n",
                w, h, SDL_GetError());
        quit(1);
    }

    /* Set the window manager title bar */
    SDL_WM_SetCaption("SDL gamma test", "testgamma");

    /* Set the desired gamma, if any */
    gamma = 1.0f;
    if (*argv) {
        gamma = (float) atof(*argv);
    }
    if (SDL_SetGamma(gamma, gamma, gamma) < 0) {
        fprintf(stderr, "Unable to set gamma: %s\n", SDL_GetError());
        quit(1);
    }
#if 0                           /* This isn't supported.  Integrating the gamma ramps isn't exact */
    /* See what gamma was actually set */
    float real[3];
    if (SDL_GetGamma(&real[0], &real[1], &real[2]) < 0) {
        printf("Couldn't get gamma: %s\n", SDL_GetError());
    } else {
        printf("Set gamma values: R=%2.2f, G=%2.2f, B=%2.2f\n",
               real[0], real[1], real[2]);
    }
#endif

    /* Do all the drawing work */
    image = SDL_LoadBMP("sample.bmp");
    if (image) {
        SDL_Rect dst;

        dst.x = (screen->w - image->w) / 2;
        dst.y = (screen->h - image->h) / 2;
        dst.w = image->w;
        dst.h = image->h;
        SDL_BlitSurface(image, NULL, screen, &dst);
        SDL_UpdateRects(screen, 1, &dst);
    }

    /* Wait a bit, handling events */
    then = SDL_GetTicks();
    timeout = (5 * 1000);
    while ((SDL_GetTicks() - then) < timeout) {
        SDL_Event event;

        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_QUIT:     /* Quit now */
                timeout = 0;
                break;
            case SDL_KEYDOWN:
                switch (event.key.keysym.sym) {
                case SDLK_SPACE:       /* Go longer.. */
                    timeout += (5 * 1000);
                    break;
                case SDLK_UP:
                    gamma += 0.2f;
                    SDL_SetGamma(gamma, gamma, gamma);
                    break;
                case SDLK_DOWN:
                    gamma -= 0.2f;
                    SDL_SetGamma(gamma, gamma, gamma);
                    break;
                case SDLK_ESCAPE:
                    timeout = 0;
                    break;
                default:
                    break;
                }
                break;
            }
        }
    }

    /* Perform a gamma flash to red using color ramps */
    while (gamma < 10.0) {
        /* Increase the red gamma and decrease everything else... */
        gamma += 0.1f;
        CalculateGamma(gamma, red_ramp);
        CalculateGamma(1.0 / gamma, ramp);
        SDL_SetGammaRamp(red_ramp, ramp, ramp);
    }
    /* Finish completely red */
    memset(red_ramp, 255, sizeof(red_ramp));
    memset(ramp, 0, sizeof(ramp));
    SDL_SetGammaRamp(red_ramp, ramp, ramp);

    /* Now fade out to black */
    for (i = (red_ramp[0] >> 8); i >= 0; --i) {
        memset(red_ramp, i, sizeof(red_ramp));
        SDL_SetGammaRamp(red_ramp, NULL, NULL);
    }
    SDL_Delay(1 * 1000);

    SDL_Quit();
    return (0);
}