ext-SDL/test/testsprite2.c
Sam Lantinga 5750bcb174
Update for SDL3 coding style (#6717)
I updated .clang-format and ran clang-format 14 over the src and test directories to standardize the code base.

In general I let clang-format have it's way, and added markup to prevent formatting of code that would break or be completely unreadable if formatted.

The script I ran for the src directory is added as build-scripts/clang-format-src.sh

This fixes:
#6592
#6593
#6594
2022-11-30 12:51:59 -08:00

588 lines
20 KiB
C

/*
Copyright (C) 1997-2022 Sam Lantinga <slouken@libsdl.org>
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely.
*/
/* Simple program: Move N sprites around on the screen as fast as possible */
#include <stdlib.h>
#include <time.h>
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#include <SDL3/SDL_test.h>
#include <SDL3/SDL_test_common.h>
#include "testutils.h"
#define NUM_SPRITES 100
#define MAX_SPEED 1
static SDLTest_CommonState *state;
static int num_sprites;
static SDL_Texture **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_BLEND;
static Uint32 next_fps_check, frames;
static const Uint32 fps_check_delay = 5000;
static int use_rendergeometry = 0;
/* Number of iterations to move sprites - used for visual tests. */
/* -1: infinite random moves (default); >=0: enables N deterministic moves */
static int iterations = -1;
int done;
/* Call this instead of exit(), so we can clean up SDL: atexit() is evil. */
static void
quit(int rc)
{
SDL_free(sprites);
SDL_free(positions);
SDL_free(velocities);
SDLTest_CommonQuit(state);
/* If rc is 0, just let main return normally rather than calling exit.
* This allows testing of platforms where SDL_main is required and does meaningful cleanup.
*/
if (rc != 0) {
exit(rc);
}
}
int LoadSprite(const char *file)
{
int i;
for (i = 0; i < state->num_windows; ++i) {
/* This does the SDL_LoadBMP step repeatedly, but that's OK for test code. */
sprites[i] = LoadTexture(state->renderers[i], file, SDL_TRUE, &sprite_w, &sprite_h);
if (!sprites[i]) {
return -1;
}
if (SDL_SetTextureBlendMode(sprites[i], blendMode) < 0) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Couldn't set blend mode: %s\n", SDL_GetError());
SDL_DestroyTexture(sprites[i]);
return -1;
}
}
/* We're ready to roll. :) */
return 0;
}
void MoveSprites(SDL_Renderer *renderer, SDL_Texture *sprite)
{
int i;
SDL_Rect viewport, temp;
SDL_Rect *position, *velocity;
/* Query the sizes */
SDL_RenderGetViewport(renderer, &viewport);
/* 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);
}
/* Draw a gray background */
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
/* Test points */
SDL_SetRenderDrawColor(renderer, 0xFF, 0x00, 0x00, 0xFF);
SDL_RenderDrawPoint(renderer, 0, 0);
SDL_RenderDrawPoint(renderer, viewport.w - 1, 0);
SDL_RenderDrawPoint(renderer, 0, viewport.h - 1);
SDL_RenderDrawPoint(renderer, viewport.w - 1, viewport.h - 1);
/* Test horizontal and vertical lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, 1, 0, viewport.w - 2, 0);
SDL_RenderDrawLine(renderer, 1, viewport.h - 1, viewport.w - 2, viewport.h - 1);
SDL_RenderDrawLine(renderer, 0, 1, 0, viewport.h - 2);
SDL_RenderDrawLine(renderer, viewport.w - 1, 1, viewport.w - 1, viewport.h - 2);
/* Test fill and copy */
SDL_SetRenderDrawColor(renderer, 0xFF, 0xFF, 0xFF, 0xFF);
temp.x = 1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
if (use_rendergeometry == 0) {
SDL_RenderFillRect(renderer, &temp);
} else {
/* Draw two triangles, filled, uniform */
SDL_Color color;
SDL_Vertex verts[3];
SDL_zeroa(verts);
color.r = 0xFF;
color.g = 0xFF;
color.b = 0xFF;
color.a = 0xFF;
verts[0].position.x = (float)temp.x;
verts[0].position.y = (float)temp.y;
verts[0].color = color;
verts[1].position.x = (float)temp.x + temp.w;
verts[1].position.y = (float)temp.y;
verts[1].color = color;
verts[2].position.x = (float)temp.x + temp.w;
verts[2].position.y = (float)temp.y + temp.h;
verts[2].color = color;
SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
verts[1].position.x = (float)temp.x;
verts[1].position.y = (float)temp.y + temp.h;
verts[1].color = color;
SDL_RenderGeometry(renderer, NULL, verts, 3, NULL, 0);
}
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = viewport.w - sprite_w - 1;
temp.y = 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = 1;
temp.y = viewport.h - sprite_h - 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
temp.x = viewport.w - sprite_w - 1;
temp.y = viewport.h - sprite_h - 1;
temp.w = sprite_w;
temp.h = sprite_h;
SDL_RenderFillRect(renderer, &temp);
SDL_RenderCopy(renderer, sprite, NULL, &temp);
/* Test diagonal lines */
SDL_SetRenderDrawColor(renderer, 0x00, 0xFF, 0x00, 0xFF);
SDL_RenderDrawLine(renderer, sprite_w, sprite_h,
viewport.w - sprite_w - 2, viewport.h - sprite_h - 2);
SDL_RenderDrawLine(renderer, viewport.w - sprite_w - 2, sprite_h,
sprite_w, viewport.h - sprite_h - 2);
/* Conditionally move the sprites, bounce at the wall */
if (iterations == -1 || iterations > 0) {
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
velocity = &velocities[i];
position->x += velocity->x;
if ((position->x < 0) || (position->x >= (viewport.w - sprite_w))) {
velocity->x = -velocity->x;
position->x += velocity->x;
}
position->y += velocity->y;
if ((position->y < 0) || (position->y >= (viewport.h - sprite_h))) {
velocity->y = -velocity->y;
position->y += velocity->y;
}
}
/* Countdown sprite-move iterations and disable color changes at iteration end - used for visual tests. */
if (iterations > 0) {
iterations--;
if (iterations == 0) {
cycle_alpha = SDL_FALSE;
cycle_color = SDL_FALSE;
}
}
}
/* Draw sprites */
if (use_rendergeometry == 0) {
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
/* Blit the sprite onto the screen */
SDL_RenderCopy(renderer, sprite, NULL, position);
}
} else if (use_rendergeometry == 1) {
/*
* 0--1
* | /|
* |/ |
* 3--2
*
* Draw sprite2 as triangles that can be recombined as rect by software renderer
*/
SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 6);
SDL_Vertex *verts2 = verts;
if (verts) {
SDL_Color color;
SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b);
SDL_GetTextureAlphaMod(sprite, &color.a);
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
/* 0 */
verts->position.x = (float)position->x;
verts->position.y = (float)position->y;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 1 */
verts->position.x = (float)position->x + position->w;
verts->position.y = (float)position->y;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 2 */
verts->position.x = (float)position->x + position->w;
verts->position.y = (float)position->y + position->h;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 1.0f;
verts++;
/* 0 */
verts->position.x = (float)position->x;
verts->position.y = (float)position->y;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 2 */
verts->position.x = (float)position->x + position->w;
verts->position.y = (float)position->y + position->h;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 1.0f;
verts++;
/* 3 */
verts->position.x = (float)position->x;
verts->position.y = (float)position->y + position->h;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 1.0f;
verts++;
}
/* Blit sprites as triangles onto the screen */
SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 6, NULL, 0);
SDL_free(verts2);
}
} else if (use_rendergeometry == 2) {
/* 0-----1
* |\ A /|
* | \ / |
* |D 2 B|
* | / \ |
* |/ C \|
* 3-----4
*
* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
* Use an 'indices' array
*/
SDL_Vertex *verts = (SDL_Vertex *)SDL_malloc(num_sprites * sizeof(SDL_Vertex) * 5);
SDL_Vertex *verts2 = verts;
int *indices = (int *)SDL_malloc(num_sprites * sizeof(int) * 4 * 3);
int *indices2 = indices;
if (verts && indices) {
int pos = 0;
SDL_Color color;
SDL_GetTextureColorMod(sprite, &color.r, &color.g, &color.b);
SDL_GetTextureAlphaMod(sprite, &color.a);
for (i = 0; i < num_sprites; ++i) {
position = &positions[i];
/* 0 */
verts->position.x = (float)position->x;
verts->position.y = (float)position->y;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 1 */
verts->position.x = (float)position->x + position->w;
verts->position.y = (float)position->y;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 0.0f;
verts++;
/* 2 */
verts->position.x = (float)position->x + position->w / 2.0f;
verts->position.y = (float)position->y + position->h / 2.0f;
verts->color = color;
verts->tex_coord.x = 0.5f;
verts->tex_coord.y = 0.5f;
verts++;
/* 3 */
verts->position.x = (float)position->x;
verts->position.y = (float)position->y + position->h;
verts->color = color;
verts->tex_coord.x = 0.0f;
verts->tex_coord.y = 1.0f;
verts++;
/* 4 */
verts->position.x = (float)position->x + position->w;
verts->position.y = (float)position->y + position->h;
verts->color = color;
verts->tex_coord.x = 1.0f;
verts->tex_coord.y = 1.0f;
verts++;
/* A */
*indices++ = pos + 0;
*indices++ = pos + 1;
*indices++ = pos + 2;
/* B */
*indices++ = pos + 1;
*indices++ = pos + 2;
*indices++ = pos + 4;
/* C */
*indices++ = pos + 3;
*indices++ = pos + 2;
*indices++ = pos + 4;
/* D */
*indices++ = pos + 3;
*indices++ = pos + 2;
*indices++ = pos + 0;
pos += 5;
}
}
/* Blit sprites as triangles onto the screen */
SDL_RenderGeometry(renderer, sprite, verts2, num_sprites * 5, indices2, num_sprites * 4 * 3);
SDL_free(verts2);
SDL_free(indices2);
}
/* Update the screen! */
SDL_RenderPresent(renderer);
}
void loop()
{
Uint32 now;
int i;
SDL_Event event;
/* Check for events */
while (SDL_PollEvent(&event)) {
SDLTest_CommonEvent(state, &event, &done);
}
for (i = 0; i < state->num_windows; ++i) {
if (state->windows[i] == NULL) {
continue;
}
MoveSprites(state->renderers[i], sprites[i]);
}
#ifdef __EMSCRIPTEN__
if (done) {
emscripten_cancel_main_loop();
}
#endif
frames++;
now = SDL_GetTicks();
if (SDL_TICKS_PASSED(now, next_fps_check)) {
/* Print out some timing information */
const Uint32 then = next_fps_check - fps_check_delay;
const double fps = ((double)frames * 1000) / (now - then);
SDL_Log("%2.2f frames per second\n", fps);
next_fps_check = now + fps_check_delay;
frames = 0;
}
}
int main(int argc, char *argv[])
{
int i;
Uint64 seed;
const char *icon = "icon.bmp";
/* Initialize parameters */
num_sprites = NUM_SPRITES;
/* Initialize test framework */
state = SDLTest_CommonCreateState(argv, SDL_INIT_VIDEO);
if (state == NULL) {
return 1;
}
for (i = 1; i < argc;) {
int consumed;
consumed = SDLTest_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], "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 + 1], "sub") == 0) {
blendMode = SDL_ComposeCustomBlendMode(SDL_BLENDFACTOR_SRC_ALPHA, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT, SDL_BLENDFACTOR_ZERO, SDL_BLENDFACTOR_ONE, SDL_BLENDOPERATION_SUBTRACT);
consumed = 2;
}
}
} else if (SDL_strcasecmp(argv[i], "--iterations") == 0) {
if (argv[i + 1]) {
iterations = SDL_atoi(argv[i + 1]);
if (iterations < -1) {
iterations = -1;
}
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_strcasecmp(argv[i], "--use-rendergeometry") == 0) {
if (argv[i + 1]) {
if (SDL_strcasecmp(argv[i + 1], "mode1") == 0) {
/* Draw sprite2 as triangles that can be recombined as rect by software renderer */
use_rendergeometry = 1;
} else if (SDL_strcasecmp(argv[i + 1], "mode2") == 0) {
/* Draw sprite2 as triangles that can *not* be recombined as rect by software renderer
* Use an 'indices' array */
use_rendergeometry = 2;
} else {
return -1;
}
}
consumed = 2;
} else if (SDL_isdigit(*argv[i])) {
num_sprites = SDL_atoi(argv[i]);
consumed = 1;
} else if (argv[i][0] != '-') {
icon = argv[i];
consumed = 1;
}
}
if (consumed < 0) {
static const char *options[] = {
"[--blend none|blend|add|mod]",
"[--cyclecolor]",
"[--cyclealpha]",
"[--iterations N]",
"[--use-rendergeometry mode1|mode2]",
"[num_sprites]",
"[icon.bmp]",
NULL
};
SDLTest_CommonLogUsage(state, argv[0], options);
quit(1);
}
i += consumed;
}
if (!SDLTest_CommonInit(state)) {
quit(2);
}
/* Create the windows, initialize the renderers, and load the textures */
sprites =
(SDL_Texture **)SDL_malloc(state->num_windows * sizeof(*sprites));
if (sprites == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2);
}
for (i = 0; i < state->num_windows; ++i) {
SDL_Renderer *renderer = state->renderers[i];
SDL_SetRenderDrawColor(renderer, 0xA0, 0xA0, 0xA0, 0xFF);
SDL_RenderClear(renderer);
}
if (LoadSprite(icon) < 0) {
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 == NULL || velocities == NULL) {
SDL_LogError(SDL_LOG_CATEGORY_APPLICATION, "Out of memory!\n");
quit(2);
}
/* Position sprites and set their velocities using the fuzzer */
if (iterations >= 0) {
/* Deterministic seed - used for visual tests */
seed = (Uint64)iterations;
} else {
/* Pseudo-random seed generated from the time */
seed = (Uint64)time(NULL);
}
SDLTest_FuzzerInit(seed);
for (i = 0; i < num_sprites; ++i) {
positions[i].x = SDLTest_RandomIntegerInRange(0, state->window_w - sprite_w);
positions[i].y = SDLTest_RandomIntegerInRange(0, 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 = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
velocities[i].y = SDLTest_RandomIntegerInRange(-MAX_SPEED, MAX_SPEED);
}
}
/* Main render loop */
frames = 0;
next_fps_check = SDL_GetTicks() + fps_check_delay;
done = 0;
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(loop, 0, 1);
#else
while (!done) {
loop();
}
#endif
quit(0);
return 0;
}
/* vi: set ts=4 sw=4 expandtab: */