SDL: examples: Added renderer/17-read-pixels

From 9881c4e5825316ddcae63521544b85dde9f56cab Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Tue, 24 Sep 2024 15:31:21 -0400
Subject: [PATCH] examples: Added renderer/17-read-pixels

---
 examples/CMakeLists.txt                       |   1 +
 examples/renderer/17-read-pixels/README.txt   |  12 ++
 .../renderer/17-read-pixels/read-pixels.c     | 162 ++++++++++++++++++
 3 files changed, 175 insertions(+)
 create mode 100644 examples/renderer/17-read-pixels/README.txt
 create mode 100644 examples/renderer/17-read-pixels/read-pixels.c

diff --git a/examples/CMakeLists.txt b/examples/CMakeLists.txt
index 5de17c5737315..fcc93bda98f46 100644
--- a/examples/CMakeLists.txt
+++ b/examples/CMakeLists.txt
@@ -133,6 +133,7 @@ add_sdl_example_executable(renderer-geometry SOURCES renderer/10-geometry/geomet
 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(renderer-viewport SOURCES renderer/14-viewport/viewport.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
 add_sdl_example_executable(renderer-cliprect SOURCES renderer/15-cliprect/cliprect.c DATAFILES ${CMAKE_CURRENT_SOURCE_DIR}/../test/sample.bmp)
+add_sdl_example_executable(renderer-readpixels SOURCES renderer/17-read-pixels/read-pixels.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/17-read-pixels/README.txt b/examples/renderer/17-read-pixels/README.txt
new file mode 100644
index 0000000000000..dd474e685e78f
--- /dev/null
+++ b/examples/renderer/17-read-pixels/README.txt
@@ -0,0 +1,12 @@
+This example creates an SDL window and renderer, and draws a
+rotating texture to it, reads back the rendered pixels, converts them to
+black and white, and then draws the converted image to a corner of the
+screen.
+
+This isn't necessarily an efficient thing to do--in real life one might
+want to do this sort of thing with a render target--but it's just a visual
+example of how to use SDL_RenderReadPixels().
+
+A better, but less visual, use of SDL_RenderReadPixels() is to make
+screenshots: you grab the current contents of the screen, and save the pixels
+as a bitmap file or whatever.
diff --git a/examples/renderer/17-read-pixels/read-pixels.c b/examples/renderer/17-read-pixels/read-pixels.c
new file mode 100644
index 0000000000000..6565884ebe61c
--- /dev/null
+++ b/examples/renderer/17-read-pixels/read-pixels.c
@@ -0,0 +1,162 @@
+/*
+ * This example creates an SDL window and renderer, and draws a
+ * rotating texture to it, reads back the rendered pixels, converts them to
+ * black and white, and then draws the converted image to a corner of the
+ * screen.
+ *
+ * This isn't necessarily an efficient thing to do--in real life one might
+ * want to do this sort of thing with a render target--but it's just a visual
+ * example of how to use SDL_RenderReadPixels().
+ *
+ * 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 SDL_Texture *converted_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/rotating-textures", 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. */
+
+    converted_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STREAMING, WINDOW_WIDTH, WINDOW_HEIGHT);
+    if (!texture) {
+        SDL_ShowSimpleMessageBox(SDL_MESSAGEBOX_ERROR, "Couldn't create conversion texture!", SDL_GetError(), NULL);
+        return SDL_APP_FAILURE;
+    }
+
+    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)
+{
+    const Uint64 now = SDL_GetTicks();
+    SDL_Surface *surface;
+    SDL_FPoint center;
+    SDL_FRect dst_rect;
+
+    /* we'll have a texture rotate around over 2 seconds (2000 milliseconds). 360 degrees in a circle! */
+    const float rotation = (((float) ((int) (now % 2000))) / 2000.0f) * 360.0f;
+
+    /* 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. */
+
+    /* Center this one, and draw it with some rotation so it spins! */
+    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;
+    /* rotate it around the center of the texture; you can rotate it from a different point, too! */
+    center.x = texture_width / 2.0f;
+    center.y = texture_height / 2.0f;
+    SDL_RenderTextureRotated(renderer, texture, NULL, &dst_rect, rotation, &center, SDL_FLIP_NONE);
+
+    /* this whole thing is _super_ expensive. Seriously, don't do this in real life. */
+    surface = SDL_RenderReadPixels(renderer, NULL);
+    if (surface && (surface->format != SDL_PIXELFORMAT_RGBA8888) && (surface->format != SDL_PIXELFORMAT_BGRA8888)) {
+        SDL_Surface *converted = SDL_ConvertSurface(surface, SDL_PIXELFORMAT_RGBA8888);
+        SDL_DestroySurface(surface);
+        surface = converted;
+    }
+
+    if (surface) {
+        /* Turn each pixel into either black or white. This is a lousy technique but it works here.
+           In real life, something like Floyd-Steinberg dithering might work
+           better: https://en.wikipedia.org/wiki/Floyd%E2%80%93Steinberg_dithering*/
+        int x, y;
+        for (y = 0; y < surface->h; y++) {
+            Uint32 *pixels = (Uint32 *) (((Uint8 *) surface->pixels) + (y * surface->pitch));
+            for (x = 0; x < surface->w; x++) {
+                Uint8 *p = (Uint8 *) (&pixels[x]);
+                const Uint32 average = (((Uint32) p[1]) + ((Uint32) p[2]) + ((Uint32) p[3])) / 3;
+                if (average == 0) {
+                    p[0] = 0;  // turn off alpha for pure black pixels.
+                }
+                p[1] = p[2] = p[3] = (average > 50) ? 0xFF : 0x00;
+            }
+        }
+
+        /* upload the processed pixels back into a texture. */
+        SDL_UpdateTexture(converted_texture, NULL, surface->pixels, surface->pitch);
+        SDL_DestroySurface(surface);
+
+        /* draw the texture to the top-left of the screen. */
+        dst_rect.x = dst_rect.y = 0.0f;
+        dst_rect.w = ((float) WINDOW_WIDTH) / 2.0f;
+        dst_rect.h = ((float) WINDOW_WIDTH) / 2.0f;
+        SDL_RenderTexture(renderer, converted_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(converted_texture);
+    SDL_DestroyTexture(texture);
+    /* SDL will clean up the window/renderer for us. */
+}
+