SDL/test/testoffscreen.c
Sam Lantinga b8d85c6939 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

(cherry picked from commit 5750bcb174300011b91d1de20edb288fcca70f8c)
2022-11-30 12:57:41 -08:00

171 lines
4.3 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: picks the offscreen backend and renders each frame to a bmp */
#include <stdlib.h>
#include <stdio.h>
#include <time.h>
#ifdef __EMSCRIPTEN__
#include <emscripten/emscripten.h>
#endif
#include "SDL.h"
#include "SDL_stdinc.h"
#include "SDL_opengl.h"
static SDL_Renderer *renderer = NULL;
static SDL_Window *window = NULL;
static int done = SDL_FALSE;
static int frame_number = 0;
static int width = 640;
static int height = 480;
static unsigned int max_frames = 200;
void draw()
{
SDL_Rect Rect;
SDL_SetRenderDrawColor(renderer, 0x10, 0x9A, 0xCE, 0xFF);
SDL_RenderClear(renderer);
/* Grow based on the frame just to show a difference per frame of the region */
Rect.x = 0;
Rect.y = 0;
Rect.w = (frame_number * 2) % width;
Rect.h = (frame_number * 2) % height;
SDL_SetRenderDrawColor(renderer, 0xFF, 0x10, 0x21, 0xFF);
SDL_RenderFillRect(renderer, &Rect);
SDL_RenderPresent(renderer);
}
void save_surface_to_bmp()
{
SDL_Surface *surface;
Uint32 r_mask, g_mask, b_mask, a_mask;
Uint32 pixel_format;
char file[128];
int bbp;
pixel_format = SDL_GetWindowPixelFormat(window);
SDL_PixelFormatEnumToMasks(pixel_format, &bbp, &r_mask, &g_mask, &b_mask, &a_mask);
surface = SDL_CreateRGBSurface(0, width, height, bbp, r_mask, g_mask, b_mask, a_mask);
SDL_RenderReadPixels(renderer, NULL, pixel_format, (void*)surface->pixels, surface->pitch);
SDL_snprintf(file, sizeof(file), "SDL_window%" SDL_PRIs32 "-%8.8d.bmp",
SDL_GetWindowID(window), ++frame_number);
SDL_SaveBMP(surface, file);
SDL_FreeSurface(surface);
}
void loop()
{
SDL_Event event;
/* Check for events */
while (SDL_PollEvent(&event)) {
switch (event.type) {
case SDL_QUIT:
done = SDL_TRUE;
break;
}
}
draw();
save_surface_to_bmp();
#ifdef __EMSCRIPTEN__
if (done) {
emscripten_cancel_main_loop();
}
#endif
}
int main(int argc, char *argv[])
{
#ifndef __EMSCRIPTEN__
Uint32 then, now, frames;
#endif
/* Enable standard application logging */
SDL_LogSetPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
/* Force the offscreen renderer, if it cannot be created then fail out */
if (SDL_VideoInit("offscreen") < 0) {
SDL_Log("Couldn't initialize the offscreen video driver: %s\n",
SDL_GetError());
return SDL_FALSE;
}
/* If OPENGL fails to init it will fallback to using a framebuffer for rendering */
window = SDL_CreateWindow("Offscreen Test",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
width, height, 0);
if (window == NULL) {
SDL_Log("Couldn't create window: %s\n",
SDL_GetError());
return SDL_FALSE;
}
renderer = SDL_CreateRenderer(window, -1, 0);
if (renderer == NULL) {
SDL_Log("Couldn't create renderer: %s\n",
SDL_GetError());
return SDL_FALSE;
}
SDL_RenderClear(renderer);
srand((unsigned int)time(NULL));
#ifndef __EMSCRIPTEN__
/* Main render loop */
frames = 0;
then = SDL_GetTicks();
done = 0;
#endif
SDL_Log("Rendering %u frames offscreen\n", max_frames);
#ifdef __EMSCRIPTEN__
emscripten_set_main_loop(loop, 0, 1);
#else
while (!done && frames < max_frames) {
++frames;
loop();
/* Print out some timing information, along with remaining frames */
if (frames % (max_frames / 10) == 0) {
now = SDL_GetTicks();
if (now > then) {
double fps = ((double)frames * 1000) / (now - then);
SDL_Log("Frames remaining: %" SDL_PRIu32 " rendering at %2.2f frames per second\n", max_frames - frames, fps);
}
}
}
#endif
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
/* vi: set ts=4 sw=4 expandtab: */