SDL: examples: Added renderer/11-color-mods

From e973b687cdcb5b6aee40c18ac0ae99f9323e9f1b Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Mon, 23 Sep 2024 01:21:24 -0400
Subject: [PATCH] examples: Added renderer/11-color-mods

---
 examples/CMakeLists.txt                      |   1 +
 examples/renderer/11-color-mods/README.txt   |   3 +
 examples/renderer/11-color-mods/color-mods.c | 132 +++++++++++++++++++
 3 files changed, 136 insertions(+)
 create mode 100644 examples/renderer/11-color-mods/README.txt
 create mode 100644 examples/renderer/11-color-mods/color-mods.c

diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt
index e35e49da13b97..92b02afb192da 100644
--- a/examples/CMakeLists.txt
+++ b/examples/CMakeLists.txt
@@ -130,6 +130,7 @@ add_sdl_example_executable(renderer-streaming-textures SOURCES renderer/07-strea
 add_sdl_example_executable(renderer-rotating-textures SOURCES renderer/08-rotating-textures/rotating-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
 add_sdl_example_executable(renderer-scaling-textures SOURCES renderer/09-scaling-textures/scaling-textures.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
 add_sdl_example_executable(renderer-geometry SOURCES renderer/10-geometry/geometry.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
+add_sdl_example_executable(renderer-color-mods SOURCES renderer/11-color-mods/color-mods.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
 add_sdl_example_executable(audio-simple-playback SOURCES audio/01-simple-playback/simple-playback.c)
 add_sdl_example_executable(audio-simple-playback-callback SOURCES audio/02-simple-playback-callback/simple-playback-callback.c)
 add_sdl_example_executable(audio-load-wav SOURCES audio/03-load-wav/load-wav.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.wav)
diff --git a/examples/renderer/11-color-mods/README.txt b/examples/renderer/11-color-mods/README.txt
new file mode 100644
index 0000000000000..66f233b61310f
--- /dev/null
+++ b/examples/renderer/11-color-mods/README.txt
@@ -0,0 +1,3 @@
+This example creates an SDL window and renderer, loads a texture from a
+.bmp file, and then draws it a few times each frame, adjusting the colors.
+
diff --git a/examples/renderer/11-color-mods/color-mods.c b/examples/renderer/11-color-mods/color-mods.c
new file mode 100644
index 0000000000000..21ae66a02417c
--- /dev/null
+++ b/examples/renderer/11-color-mods/color-mods.c
@@ -0,0 +1,132 @@
+/*
+ * This example creates an SDL window and renderer, and then draws some
+ * textures to it every frame, adjusting their color.
+ *
+ * This code is public domain. Feel free to use it for any purpose!
+ */
+
+#define SDL_MAIN_USE_CALLBACKS 1  /* use the callbacks instead of main() */
+#include <SDL3/SDL.h>
+#include <SDL3/SDL_main.h>
+
+/* We will use this renderer to draw into this window every frame. */
+static SDL_Window *window = NULL;
+static SDL_Renderer *renderer = NULL;
+static SDL_Texture *texture = NULL;
+static int texture_width = 0;
+static int texture_height = 0;
+
+#define WINDOW_WIDTH 640
+#define WINDOW_HEIGHT 480
+
+/* This function runs once at startup. */
+SDL_AppResult SDL_AppInit(void **appstate, int argc, char *argv[])
+{
+    SDL_Surface *surface = NULL;
+    char *bmp_path = NULL;
+
+    if (!SDL_Init(SDL_INIT_VIDEO)) {
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't initialize SDL!", SDL_GetError(), NULL);
+        return SDL_APP_FAILURE;
+    }
+
+    if (!SDL_CreateWindowAndRenderer("examples/renderer/color-mods", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create window/renderer!", SDL_GetError(), NULL);
+        return SDL_APP_FAILURE;
+    }
+
+    /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
+       engines refer to these as "sprites." We'll do a static texture (upload once, draw many
+       times) with data from a bitmap file. */
+
+    /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
+       Load a .bmp into a surface, move it to a texture from there. */
+    SDL_asprintf(&bmp_path, "%ssample.bmp", SDL_GetBasePath());  /* allocate a string of the full file path */
+    surface = SDL_LoadBMP(bmp_path);
+    if (!surface) {
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't load bitmap!", SDL_GetError(), NULL);
+        return SDL_APP_FAILURE;
+    }
+
+    SDL_free(bmp_path);  /* done with this, the file is loaded. */
+
+    texture_width = surface->w;
+    texture_height = surface->h;
+
+    texture = SDL_CreateTextureFromSurface(renderer, surface);
+    if (!texture) {
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create static texture!", SDL_GetError(), NULL);
+        return SDL_APP_FAILURE;
+    }
+
+    SDL_DestroySurface(surface);  /* done with this, the texture has a copy of the pixels now. */
+
+    return SDL_APP_CONTINUE;  /* carry on with the program! */
+}
+
+/* This function runs when a new event (mouse input, keypresses, etc) occurs. */
+SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
+{
+    if (event->type == SDL_EVENT_QUIT) {
+        return SDL_APP_SUCCESS;  /* end the program, reporting success to the OS. */
+    }
+    return SDL_APP_CONTINUE;  /* carry on with the program! */
+}
+
+/* This function runs once per frame, and is the heart of the program. */
+SDL_AppResult SDL_AppIterate(void *appstate)
+{
+    SDL_FRect dst_rect;
+    const double now = ((double)SDL_GetTicks()) / 1000.0;  /* convert from milliseconds to seconds. */
+    /* choose the modulation values for the center texture. The sine wave trick makes it fade between colors smoothly. */
+    const float red = (float) (0.5 + 0.5 * SDL_sin(now));
+    const float green = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 2 / 3));
+    const float blue = (float) (0.5 + 0.5 * SDL_sin(now + SDL_PI_D * 4 / 3));
+
+    /* as you can see from this, rendering draws over whatever was drawn before it. */
+    SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);  /* black, full alpha */
+    SDL_RenderClear(renderer);  /* start with a blank canvas. */
+
+    /* Just draw the static texture a few times. You can think of it like a
+       stamp, there isn't a limit to the number of times you can draw with it. */
+
+    /* Color modulation multiplies each pixel's red, green, and blue intensities by the mod values,
+       so multiplying by 1.0f will leave a color intensity alone, 0.0f will shut off that color
+       completely, etc. */
+
+    /* top left; let's make this one blue! */
+    dst_rect.x = 0.0f;
+    dst_rect.y = 0.0f;
+    dst_rect.w = (float) texture_width;
+    dst_rect.h = (float) texture_height;
+    SDL_SetTextureColorModFloat(texture, 0.0f, 0.0f, 1.0f);  /* kill all red and green. */
+    SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
+
+    /* center this one, and have it cycle through red/green/blue modulations. */
+    dst_rect.x = ((float) (WINDOW_WIDTH - texture_width)) / 2.0f;
+    dst_rect.y = ((float) (WINDOW_HEIGHT - texture_height)) / 2.0f;
+    dst_rect.w = (float) texture_width;
+    dst_rect.h = (float) texture_height;
+    SDL_SetTextureColorModFloat(texture, red, green, blue);
+    SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
+
+    /* bottom right; let's make this one red! */
+    dst_rect.x = (float) (WINDOW_WIDTH - texture_width);
+    dst_rect.y = (float) (WINDOW_HEIGHT - texture_height);
+    dst_rect.w = (float) texture_width;
+    dst_rect.h = (float) texture_height;
+    SDL_SetTextureColorModFloat(texture, 1.0f, 0.0f, 0.0f);  /* kill all green and blue. */
+    SDL_RenderTexture(renderer, texture, NULL, &dst_rect);
+
+    SDL_RenderPresent(renderer);  /* put it all on the screen! */
+
+    return SDL_APP_CONTINUE;  /* carry on with the program! */
+}
+
+/* This function runs once at shutdown. */
+void SDL_AppQuit(void *appstate)
+{
+    SDL_DestroyTexture(texture);
+    /* SDL will clean up the window/renderer for us. */
+}
+