int main(int argc, char* argv[]) { GPU_Target* screen; printRenderers(); screen = GPU_Init(800, 600, GPU_DEFAULT_INIT_FLAGS); if(screen == NULL) return -1; printCurrentRenderer(); { Uint32 startTime; long frameCount; Uint8 done; SDL_Event event; GPU_Image* image; #define MAX_SPRITES 100 int numSprites; float positions[2*MAX_SPRITES]; float colors[4*4*MAX_SPRITES]; float expanded_colors[4*MAX_SPRITES]; float src_rects[4*MAX_SPRITES]; Uint32 v, f, p; GPU_ShaderBlock block; Uint8 shader_index; int i; SDL_Color color = {255, 255, 255, 255}; SDL_Color red = {255, 0, 0, 255}; SDL_Color green = {0, 255, 0, 255}; SDL_Color blue = {0, 0, 255, 255}; GPU_Rect src_rect; int mx, my; Uint32 mouse_state; image = GPU_LoadImage("data/happy_50x50.bmp"); if(image == NULL) return -1; numSprites = 0; color_attr.format = GPU_MakeAttributeFormat(4, GPU_TYPE_FLOAT, 0, 4*sizeof(float), 0); color_attr.format.is_per_sprite = 0; color_attr.values = colors; block = load_shaders(&v, &f, &p); shader_index = 1; set_shader(p, &block); startTime = SDL_GetTicks(); frameCount = 0; src_rect.x = 0; src_rect.y = 0; src_rect.w = image->w; src_rect.h = image->h; add_sprite(positions, colors, expanded_colors, src_rects, &numSprites, color, src_rect); done = 0; while(!done) { while(SDL_PollEvent(&event)) { if(event.type == SDL_QUIT) done = 1; else if(event.type == SDL_MOUSEBUTTONDOWN) { if(event.button.x <= 150 && event.button.y <= 150) { if(event.button.button == SDL_BUTTON_LEFT) { float dx = event.button.x/3 - src_rect.x; float dy = event.button.y/3 - src_rect.y; src_rect.x = event.button.x/3; src_rect.y = event.button.y/3; src_rect.w -= dx; src_rect.h -= dy; } else if(event.button.button == SDL_BUTTON_RIGHT) { src_rect.w = event.button.x/3 - src_rect.x; src_rect.h = event.button.y/3 - src_rect.y; } } } else if(event.type == SDL_KEYDOWN) { if(event.key.keysym.sym == SDLK_ESCAPE) done = 1; else if(event.key.keysym.sym == SDLK_EQUALS || event.key.keysym.sym == SDLK_PLUS) { if(numSprites < MAX_SPRITES) add_sprite(positions, colors, expanded_colors, src_rects, &numSprites, color, src_rect); } else if(event.key.keysym.sym == SDLK_MINUS) { if(numSprites > 0) numSprites--; } else if(event.key.keysym.sym == SDLK_SPACE) { shader_index++; shader_index %= 2; if(shader_index == 0) set_shader(0, NULL); else if(shader_index == 1) set_shader(p, &block); } else if(event.key.keysym.sym == SDLK_RETURN) { use_color_expansion = !use_color_expansion; if(use_color_expansion) { GPU_LogError("Using attribute expansion.\n"); color_attr.format.is_per_sprite = 1; color_attr.values = expanded_colors; } else { GPU_LogError("Using per-vertex attributes.\n"); color_attr.format.is_per_sprite = 0; color_attr.values = colors; } } } } mouse_state = SDL_GetMouseState(&mx, &my); if(mouse_state & (SDL_BUTTON_LMASK | SDL_BUTTON_RMASK)) { if(mx <= 150 && my <= 150) { if(mouse_state & SDL_BUTTON_LMASK) { float dx = mx/3 - src_rect.x; float dy = my/3 - src_rect.y; src_rect.x = mx/3; src_rect.y = my/3; src_rect.w -= dx; src_rect.h -= dy; } else if(mouse_state & SDL_BUTTON_RMASK) { src_rect.w = mx/3 - src_rect.x; src_rect.h = my/3 - src_rect.y; } } } GPU_SetUniformf(timeloc, SDL_GetTicks()/1000.0f); GPU_Clear(screen); if(use_color_expansion) GPU_SetAttributeSource(numSprites, color_attr); else GPU_SetAttributeSource(4*numSprites, color_attr); for(i = 0; i < numSprites; i++) { GPU_Rect r = {src_rects[4*i], src_rects[4*i+1], src_rects[4*i+2], src_rects[4*i+3]}; GPU_Blit(image, &r, screen, positions[2*i], positions[2*i+1]); } //GPU_BlitBatchSeparate(image, screen, numSprites, positions, src_rects, expanded_colors, 0); set_shader(0, NULL); GPU_BlitScale(image, NULL, screen, 75, 75, 3.0f, 3.0f); GPU_Rectangle(screen, 3*src_rect.x, 3*src_rect.y, 3*(src_rect.x + src_rect.w), 3*(src_rect.y + src_rect.h), red); GPU_CircleFilled(screen, 3*src_rect.x, 3*src_rect.y, 4, blue); GPU_CircleFilled(screen, 3*(src_rect.x + src_rect.w), 3*(src_rect.y + src_rect.h), 4, green); if(shader_index == 1) set_shader(p, &block); GPU_Flip(screen); frameCount++; if(frameCount%500 == 0) printf("Average FPS: %.2f\n", 1000.0f*frameCount/(SDL_GetTicks() - startTime)); } printf("Average FPS: %.2f\n", 1000.0f*frameCount/(SDL_GetTicks() - startTime)); GPU_FreeImage(image); free_shaders(v, f, p); } GPU_Quit(); return 0; }
int main(int argc, char* argv[]) { printRenderers(); GPU_Target* screen = GPU_Init(800, 600, GPU_DEFAULT_INIT_FLAGS); if(screen == NULL) return -1; printCurrentRenderer(); int numImages = 0; GPU_Image* images[argc-1]; int i; for(i = 1; i < argc; i++) { images[numImages] = GPU_LoadImage(argv[i]); if(images[numImages] != NULL) numImages++; } Uint8* keystates = SDL_GetKeyState(NULL); GPU_Camera camera = GPU_GetDefaultCamera(); float dt = 0.010f; Uint8 done = 0; SDL_Event event; while(!done) { while(SDL_PollEvent(&event)) { if(event.type == SDL_QUIT) done = 1; else if(event.type == SDL_KEYDOWN) { if(event.key.keysym.sym == SDLK_ESCAPE) done = 1; } } if(keystates[KEY_UP]) { camera.y -= 200*dt; } else if(keystates[KEY_DOWN]) { camera.y += 200*dt; } if(keystates[KEY_LEFT]) { camera.x -= 200*dt; } else if(keystates[KEY_RIGHT]) { camera.x += 200*dt; } if(keystates[KEY_MINUS]) { camera.zoom -= 1.0f*dt; } else if(keystates[KEY_EQUALS]) { camera.zoom += 1.0f*dt; } GPU_ClearRGBA(screen, 255, 255, 255, 255); GPU_SetCamera(screen, &camera); float x = 100; float y = 100; for(i = 0; i < numImages; i++) { float x_scale = 150.0f/images[i]->w; float y_scale = 150.0f/images[i]->h; GPU_BlitScale(images[i], NULL, screen, x, y, x_scale, y_scale); x += 200; if((i+1)%4 == 0) { x = 100; y += 200; } } GPU_Flip(screen); SDL_Delay(10); } for(i = 0; i < numImages; i++) { GPU_FreeImage(images[i]); } GPU_Quit(); return 0; }
int main(int argc, char* argv[]) { GPU_Target* screen; printRenderers(); screen = GPU_Init(800, 600, GPU_DEFAULT_INIT_FLAGS); if(screen == NULL) return -1; printCurrentRenderer(); { Uint32 startTime; long frameCount; Uint8 done; SDL_Event event; const Uint8* keystates; GPU_Camera camera; float dt; SDL_Surface* surface; GPU_Image* image; GPU_Image* image1; GPU_Image* image2; GPU_Image* image3; GPU_Image* image4; image = GPU_LoadImage("data/test.bmp"); //image = GPU_LoadImage("data/big_test.png"); if(image == NULL) return -1; // Copying the annoying way image1 = GPU_CreateImage(image->w, image->h, GPU_FORMAT_RGBA); GPU_LoadTarget(image1); GPU_Blit(image, NULL, image1->target, image1->target->w/2, image1->target->h/2); GPU_FreeTarget(image1->target); // Copying the normal way image2 = GPU_CopyImage(image); // Copying from a surface dump surface = GPU_CopySurfaceFromImage(image); //GPU_SaveSurface(surface, "save_surf1.bmp", GPU_FILE_AUTO); image3 = GPU_CopyImageFromSurface(surface); SDL_FreeSurface(surface); // A buffer for window capture image4 = NULL; keystates = SDL_GetKeyState(NULL); camera = GPU_GetDefaultCamera(); startTime = SDL_GetTicks(); frameCount = 0; dt = 0.010f; done = 0; while(!done) { while(SDL_PollEvent(&event)) { if(event.type == SDL_QUIT) done = 1; else if(event.type == SDL_KEYDOWN) { if(event.key.keysym.sym == SDLK_ESCAPE) done = 1; else if(event.key.keysym.sym == SDLK_SPACE) { // Take a window capture GPU_FreeImage(image4); image4 = GPU_CopyImageFromTarget(screen); } } } if(keystates[KEY_UP]) { camera.y -= 200*dt; } else if(keystates[KEY_DOWN]) { camera.y += 200*dt; } if(keystates[KEY_LEFT]) { camera.x -= 200*dt; } else if(keystates[KEY_RIGHT]) { camera.x += 200*dt; } if(keystates[KEY_MINUS]) { camera.zoom -= 1.0f*dt; } else if(keystates[KEY_EQUALS]) { camera.zoom += 1.0f*dt; } GPU_ClearRGBA(screen, 100, 100, 100, 255); GPU_SetCamera(screen, &camera); GPU_Blit(image, NULL, screen, 128, 128); GPU_Blit(image1, NULL, screen, 128 + 256, 128); GPU_Blit(image2, NULL, screen, 128 + 512, 128); GPU_Blit(image3, NULL, screen, 128, 128 + 256); if(image4 != NULL) GPU_BlitScale(image4, NULL, screen, 3*screen->w/4, 3*screen->h/4, 0.25f, 0.25f); GPU_Flip(screen); frameCount++; if(frameCount%500 == 0) GPU_LogError("Average FPS: %.2f\n", 1000.0f*frameCount/(SDL_GetTicks() - startTime)); } GPU_LogError("Average FPS: %.2f\n", 1000.0f*frameCount/(SDL_GetTicks() - startTime)); GPU_FreeImage(image); GPU_FreeImage(image1); GPU_FreeImage(image2); GPU_FreeImage(image3); GPU_FreeImage(image4); } GPU_Quit(); return 0; }