114 lines
3.1 KiB
C++
114 lines
3.1 KiB
C++
#include <SDL2/SDL.h>
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#include <SDL2/SDL_render.h>
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#include <iostream>
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#include <vector>
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using namespace std;
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int main( int argc, char** argv )
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{
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SDL_Init( SDL_INIT_EVERYTHING );
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atexit( SDL_Quit );
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SDL_Window* window = SDL_CreateWindow
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(
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"SDL2",
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SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
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600, 600,
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SDL_WINDOW_SHOWN
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);
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SDL_Renderer* renderer = SDL_CreateRenderer
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(
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window,
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-1,
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SDL_RENDERER_ACCELERATED
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);
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SDL_RendererInfo info;
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SDL_GetRendererInfo( renderer, &info );
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cout << "Renderer name: " << info.name << endl;
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cout << "Texture formats: " << endl;
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for( Uint32 i = 0; i < info.num_texture_formats; i++ )
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{
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cout << SDL_GetPixelFormatName( info.texture_formats[i] ) << endl;
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}
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const unsigned int texWidth = 1024;
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const unsigned int texHeight = 1024;
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SDL_Texture* texture = SDL_CreateTexture
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(
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renderer,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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texWidth, texHeight
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);
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vector< unsigned char > pixels( texWidth * texHeight * 4, 0 );
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SDL_Event event;
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bool running = true;
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while( running )
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{
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const Uint64 start = SDL_GetPerformanceCounter();
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SDL_SetRenderDrawColor( renderer, 0, 0, 0, SDL_ALPHA_OPAQUE );
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SDL_RenderClear( renderer );
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while( SDL_PollEvent( &event ) )
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{
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if( ( SDL_QUIT == event.type ) ||
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( SDL_KEYDOWN == event.type && SDL_SCANCODE_ESCAPE == event.key.keysym.scancode ) )
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{
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running = false;
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break;
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}
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}
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// splat down some random pixels
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for( unsigned int i = 0; i < 1000; i++ )
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{
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const unsigned int x = rand() % texWidth;
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const unsigned int y = rand() % texHeight;
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const unsigned int offset = ( texWidth * 4 * y ) + x * 4;
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pixels[ offset + 0 ] = rand() % 256; // b
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pixels[ offset + 1 ] = rand() % 256; // g
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pixels[ offset + 2 ] = rand() % 256; // r
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pixels[ offset + 3 ] = SDL_ALPHA_OPAQUE; // a
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}
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//unsigned char* lockedPixels;
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//int pitch;
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//SDL_LockTexture
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// (
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// texture,
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// NULL,
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// reinterpret_cast< void** >( &lockedPixels ),
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// &pitch
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// );
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//std::copy( pixels.begin(), pixels.end(), lockedPixels );
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//SDL_UnlockTexture( texture );
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SDL_UpdateTexture
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(
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texture,
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NULL,
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&pixels[0],
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texWidth * 4
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);
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SDL_RenderCopy( renderer, texture, NULL, NULL );
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SDL_RenderPresent( renderer );
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const Uint64 end = SDL_GetPerformanceCounter();
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const static Uint64 freq = SDL_GetPerformanceFrequency();
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const double seconds = ( end - start ) / static_cast< double >( freq );
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cout << "Frame time: " << seconds * 1000.0 << "ms" << endl;
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}
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SDL_DestroyRenderer( renderer );
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SDL_DestroyWindow( window );
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SDL_Quit();
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}
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