From 3915451058341a98b7a3d900d13d9540dbbcd176 Mon Sep 17 00:00:00 2001
From: "Ryan C. Gordon" <[EMAIL REDACTED]>
Date: Fri, 28 Mar 2025 13:15:04 -0400
Subject: [PATCH] examples/renderer/19-affine-textures: Whole source file was
indented one space.
---
.../19-affine-textures/affine-textures.c | 279 +++++++++---------
1 file changed, 140 insertions(+), 139 deletions(-)
diff --git a/examples/renderer/19-affine-textures/affine-textures.c b/examples/renderer/19-affine-textures/affine-textures.c
index 6cde3bae8a52f..05e314ba8dddd 100644
--- a/examples/renderer/19-affine-textures/affine-textures.c
+++ b/examples/renderer/19-affine-textures/affine-textures.c
@@ -1,142 +1,143 @@
/* affine-textures.c ... */
/*
- * This example creates an SDL window and renderer, and then draws a cube
- * using affine-transformed textures every frame.
- *
- * 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;
-
- SDL_SetAppMetadata("Example Renderer Affine Textures", "1.0", "com.example.renderer-affine-textures");
-
- if (!SDL_Init(SDL_INIT_VIDEO)) {
- SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
- return SDL_APP_FAILURE;
- }
-
- if (!SDL_CreateWindowAndRenderer("examples/renderer/affine-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
- SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
- 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_Log("Couldn't load bitmap: %s", SDL_GetError());
- 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_Log("Couldn't create static texture: %s", SDL_GetError());
- 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) {
- const float x0 = 0.5f * WINDOW_WIDTH;
- const float y0 = 0.5f * WINDOW_HEIGHT;
- const float px = SDL_min(WINDOW_WIDTH, WINDOW_HEIGHT) / SDL_sqrtf(3.0f);
-
- const Uint64 now = SDL_GetTicks();
- const float rad = (((float) ((int) (now % 4000))) / 4000.0f) * SDL_PI_F * 2;
- const float cos = SDL_cosf(rad);
- const float sin = SDL_sinf(rad);
- const float k[3] = { 3.0f / SDL_sqrtf(50.0f), 4.0f / SDL_sqrtf(50.0f), 5.0f / SDL_sqrtf(50.0f)};
- float mat[9] = {
- cos + (1.0f-cos)*k[0]*k[0], -sin*k[2] + (1.0f-cos)*k[0]*k[1], sin*k[1] + (1.0f-cos)*k[0]*k[2],
- sin*k[2] + (1.0f-cos)*k[0]*k[1], cos + (1.0f-cos)*k[1]*k[1], -sin*k[0] + (1.0f-cos)*k[1]*k[2],
- -sin*k[1] + (1.0f-cos)*k[0]*k[2], sin*k[0] + (1.0f-cos)*k[1]*k[2], cos + (1.0f-cos)*k[2]*k[2],
- };
-
- float corners[16];
- for (int i = 0; i < 8; i++) {
- const float x = (i & 1) ? 0.5f : -0.5f;
- const float y = (i & 2) ? 0.5f : -0.5f;
- const float z = (i & 4) ? 0.5f : -0.5f;
- corners[0 + 2*i] = mat[0]*x + mat[1]*y + mat[2]*z;
- corners[1 + 2*i] = mat[3]*x + mat[4]*y + mat[5]*z;
- }
-
- SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
- SDL_RenderClear(renderer);
-
- for (int i = 1; i < 7; i++) {
- const int dir = 3 & ((i & 4) ? ~i : i);
- const int odd = (i & 1) ^ ((i & 2) >> 1) ^ ((i & 4) >> 2);
- if (0 < (odd ? 1.0f : -1.0f) * mat[5 + dir]) continue;
- int origin_index = (1 << ((dir - 1) % 3));
- int right_index = (1 << ((dir + odd) % 3)) | origin_index;
- int down_index = (1 << ((dir + (odd^1)) % 3)) | origin_index;
- if (!odd) {
- origin_index ^= 7;
- right_index ^= 7;
- down_index ^= 7;
- }
- SDL_FPoint origin, right, down;
- origin.x = x0 + px*corners[0 + 2*origin_index];
- origin.y = y0 + px*corners[1 + 2*origin_index];
- right.x = x0 + px*corners[0 + 2*right_index];
- right.y = y0 + px*corners[1 + 2*right_index];
- down.x = x0 + px*corners[0 + 2*down_index];
- down.y = y0 + px*corners[1 + 2*down_index];
- SDL_RenderTextureAffine(renderer, texture, NULL, &origin, &right, &down);
- }
-
- SDL_RenderPresent(renderer);
-
- return SDL_APP_CONTINUE;
- }
-
- /* This function runs once at shutdown. */
- void SDL_AppQuit(void *appstate, SDL_AppResult result)
- {
- SDL_DestroyTexture(texture);
- /* SDL will clean up the window/renderer for us. */
- }
-
\ No newline at end of file
+* This example creates an SDL window and renderer, and then draws a cube
+* using affine-transformed textures every frame.
+*
+* 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;
+
+ SDL_SetAppMetadata("Example Renderer Affine Textures", "1.0", "com.example.renderer-affine-textures");
+
+ if (!SDL_Init(SDL_INIT_VIDEO)) {
+ SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
+ return SDL_APP_FAILURE;
+ }
+
+ if (!SDL_CreateWindowAndRenderer("examples/renderer/affine-textures", WINDOW_WIDTH, WINDOW_HEIGHT, 0, &window, &renderer)) {
+ SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
+ 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_Log("Couldn't load bitmap: %s", SDL_GetError());
+ 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_Log("Couldn't create static texture: %s", SDL_GetError());
+ 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)
+{
+ const float x0 = 0.5f * WINDOW_WIDTH;
+ const float y0 = 0.5f * WINDOW_HEIGHT;
+ const float px = SDL_min(WINDOW_WIDTH, WINDOW_HEIGHT) / SDL_sqrtf(3.0f);
+
+ const Uint64 now = SDL_GetTicks();
+ const float rad = (((float) ((int) (now % 4000))) / 4000.0f) * SDL_PI_F * 2;
+ const float cos = SDL_cosf(rad);
+ const float sin = SDL_sinf(rad);
+ const float k[3] = { 3.0f / SDL_sqrtf(50.0f), 4.0f / SDL_sqrtf(50.0f), 5.0f / SDL_sqrtf(50.0f)};
+ float mat[9] = {
+ cos + (1.0f-cos)*k[0]*k[0], -sin*k[2] + (1.0f-cos)*k[0]*k[1], sin*k[1] + (1.0f-cos)*k[0]*k[2],
+ sin*k[2] + (1.0f-cos)*k[0]*k[1], cos + (1.0f-cos)*k[1]*k[1], -sin*k[0] + (1.0f-cos)*k[1]*k[2],
+ -sin*k[1] + (1.0f-cos)*k[0]*k[2], sin*k[0] + (1.0f-cos)*k[1]*k[2], cos + (1.0f-cos)*k[2]*k[2],
+ };
+
+ float corners[16];
+ for (int i = 0; i < 8; i++) {
+ const float x = (i & 1) ? 0.5f : -0.5f;
+ const float y = (i & 2) ? 0.5f : -0.5f;
+ const float z = (i & 4) ? 0.5f : -0.5f;
+ corners[0 + 2*i] = mat[0]*x + mat[1]*y + mat[2]*z;
+ corners[1 + 2*i] = mat[3]*x + mat[4]*y + mat[5]*z;
+ }
+
+ SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
+ SDL_RenderClear(renderer);
+
+ for (int i = 1; i < 7; i++) {
+ const int dir = 3 & ((i & 4) ? ~i : i);
+ const int odd = (i & 1) ^ ((i & 2) >> 1) ^ ((i & 4) >> 2);
+ if (0 < (odd ? 1.0f : -1.0f) * mat[5 + dir]) continue;
+ int origin_index = (1 << ((dir - 1) % 3));
+ int right_index = (1 << ((dir + odd) % 3)) | origin_index;
+ int down_index = (1 << ((dir + (odd^1)) % 3)) | origin_index;
+ if (!odd) {
+ origin_index ^= 7;
+ right_index ^= 7;
+ down_index ^= 7;
+ }
+ SDL_FPoint origin, right, down;
+ origin.x = x0 + px*corners[0 + 2*origin_index];
+ origin.y = y0 + px*corners[1 + 2*origin_index];
+ right.x = x0 + px*corners[0 + 2*right_index];
+ right.y = y0 + px*corners[1 + 2*right_index];
+ down.x = x0 + px*corners[0 + 2*down_index];
+ down.y = y0 + px*corners[1 + 2*down_index];
+ SDL_RenderTextureAffine(renderer, texture, NULL, &origin, &right, &down);
+ }
+
+ SDL_RenderPresent(renderer);
+
+ return SDL_APP_CONTINUE;
+}
+
+/* This function runs once at shutdown. */
+void SDL_AppQuit(void *appstate, SDL_AppResult result)
+{
+ SDL_DestroyTexture(texture);
+ /* SDL will clean up the window/renderer for us. */
+}
+