In SDL2 I want to be able to draw changes to one buffer rather than redraw the whole image to two different buffers as my setup seems to be doing. Below is a really quick test which shows the unwanted behavior:
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include <SDL.h>
// Compile: gcc test.c -I/usr/local/include/SDL2 -L/usr/local/lib -lSDL2
void putPixel(SDL_Renderer *renderer, int x, int y)
{
SDL_SetRenderDrawColor(renderer, 255,255,255,255);
SDL_RenderDrawPoint(renderer, x, y);
}
int main(int argc, char* argv[]) {
int width = 640;
int height = 480;
SDL_Window *window = SDL_CreateWindow("Test", 0,0,width,height, 0);
if (window == NULL)
{
return -1;
}
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL)
{
return -2;
}
SDL_SetRenderDrawBlendMode(renderer,SDL_BLENDMODE_BLEND);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
for(int x=0;x<8;x++)
{
for(int y=0;y<10;y++)
{
putPixel(renderer,40+x*10,50+y);
}
SDL_RenderPresent(renderer);
sleep(1);
}
SDL_Quit();
return 0;
}
The output from this is two alternating screens. It is obviously using a double buffer which means I have to clear and redraw to get the output I want. After each cycle of the for...loop I wanted to add a line to the buffer - there should have been 8 lines at the end of the program running. In this case I got 4 on one buffer and 4 on another. I don't want to redraw the previous lines again either, hence the need for one buffer:
This uses a texture as a buffer and copies this to the screen when done.
#include <stdlib.h>
#include <stdio.h>
#include <unistd.h>
#include <SDL.h>
// Compile: gcc test.c -I/usr/local/include/SDL2 -L/usr/local/lib -lSDL2
void putPixel(SDL_Renderer *renderer, int x, int y)
{
SDL_SetRenderDrawColor(renderer, 255,255,255,255);
SDL_RenderDrawPoint(renderer, x, y);
}
int main(int argc, char* argv[]) {
int width = 640;
int height = 480;
SDL_Window *window = SDL_CreateWindow("Test", 0,0,width,height, 0);
if (window == NULL)
{
return -1;
}
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE);
if (renderer == NULL)
{
return -2;
}
SDL_SetRenderDrawBlendMode(renderer,SDL_BLENDMODE_BLEND);
/* Create texture for display */
SDL_Texture *display = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, width, height);
SDL_SetRenderTarget(renderer, display);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
for(int x=0;x<8;x++)
{
SDL_SetRenderTarget(renderer, display);
for(int y=0;y<10;y++)
{
putPixel(renderer,40+x*10,50+y);
}
SDL_SetRenderTarget(renderer, NULL);
SDL_RenderCopy(renderer, display, NULL, NULL);
SDL_RenderPresent(renderer);
sleep(1);
}
SDL_Quit();
return 0;
}
The output from this is below:
Related
I'm having trouble getting my image to display using SDL. I've checked the file path, made sure the image dimensions are compatible with the window size, and verified that the image is not NULL, but it still won't show up. I've been trying to debug this for hours and I'm at a loss. Can someone please take a look at my code and help me figure out what I'm missing? Here's the relevant code:
game.c:
#include <stdlib.h>
#include <stdio.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include "header/game.h"
#include "header/constant.h"
SDL_Rect position, positionPlayer;
// Game.c
void game(/*SDL_Window* window, */SDL_Renderer* renderer){
SDL_Texture *bomber[4]={NULL};
SDL_Texture *bomberCurrent=NULL;
positionPlayer.x=33;
positionPlayer.y=33;
SDL_Event event;
int runningGame=1;
int i=0/*, j=0*/;
bomber[DOWN]=IMG_LoadTexture(renderer,"playerPink1.png");
if (!bomber[DOWN]) {
printf("Error loading image: %s\n", SDL_GetError());
return;
}
int w, h;
SDL_QueryTexture(bomber[DOWN], NULL, NULL, &w, &h);
if (w > 952 || h > 442) {
printf("Error: Image size is larger than window size\n");
return;
}
bomberCurrent = bomber[DOWN];
while(runningGame){
SDL_WaitEvent(&event); // Bloque l'exécution du programme jusqu
while(SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
runningGame = 0;
}
}
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255);
position.x=positionPlayer.x*TAILLE_BLOC;
position.y=positionPlayer.y*TAILLE_BLOC;
SDL_RenderCopy(renderer,bomberCurrent,NULL,&position);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
for(i=0;i<4;i++){
SDL_DestroyTexture(bomber[i]);
}
}
game.h:
#ifndef CONSTANT_H_INCLUDED
#define CONSTANT_H_INCLUDED
#define TAILLE_BLOC 34
enum{UP,DOWN,LEFT,RIGHT};
enum{VIDE,WALL,BOMBER};
#endif
main.c:
#include <stdlib.h>
#include <stdio.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include "header/game.h"
int main(){
SDL_Window *window = NULL;
SDL_Renderer *renderer = NULL;
SDL_Texture *menu = NULL;
SDL_Event event;
SDL_Surface *icon;
int runningGame=1;
SDL_Init(SDL_INIT_VIDEO);
window = SDL_CreateWindow("Etna Bomber", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, 952, 442, SDL_WINDOW_SHOWN);
renderer = SDL_CreateRenderer(window, -1, 0);
icon = IMG_Load("src/favicon.bmp");
SDL_SetWindowIcon(window, icon);
menu = IMG_LoadTexture(renderer, "src/menu.png");
SDL_FreeSurface(icon);
while(runningGame){
SDL_WaitEvent(&event);
switch(event.type){
case SDL_QUIT:
runningGame=0;
break;
case SDL_KEYDOWN:
switch(event.key.keysym.sym) {
case SDLK_ESCAPE:
runningGame=0;
break;
case SDLK_SPACE:
game(/*window,*/renderer);
default:
break;
}
break;
}
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer, menu, NULL, NULL);
SDL_RenderPresent(renderer);
}
SDL_DestroyTexture(menu);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return EXIT_SUCCESS;
}
constant.h:
#ifndef CONSTANT_H_INCLUDED
#define CONSTANT_H_INCLUDED
#define TAILLE_BLOC 34
enum{UP,DOWN,LEFT,RIGHT};
enum{VIDE,WALL,BOMBER};
#endif
I tried using the SDL_QueryTexture function to check if the dimensions of the image were compatible with the dimensions of the window, and also verified that the image was not NULL after loading it using IMG_LoadTexture. I was expecting the image to be displayed on the window at the specified position, but it is not showing up. I also tried various other methods such as checking the file path and making sure the image is in the correct format, but the problem persists.
This piece of SDL2 code draws some white pixels on-screen using OpenGL, then grabs the pixels field of the window's SDL_Surface and loops through it, printing out the values of the contents. Even though I just drew a white triangle, the loop shows that there's nothing but zeros in that buffer (the code just prints 0 to standard out over and over).
How can I actually get at the modified pixel buffer, in something like RGB or ARGB or RGBA format?
#include <SDL2/SDL.h>
#include <SDL2/SDL_opengl.h>
#include <GL/glu.h>
int main()
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
const int WINDOW_WIDTH = 100;
const int WINDOW_HEIGHT = 100;
SDL_Window *window = SDL_CreateWindow("OpenGL Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, WINDOW_WIDTH, WINDOW_HEIGHT, SDL_WINDOW_OPENGL);
SDL_GLContext gl_context = SDL_GL_CreateContext(window);
SDL_GL_SetSwapInterval(1);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
GLenum error = glGetError();
if( error != GL_NO_ERROR )
{
printf( "Error initializing OpenGL! %s\n", gluErrorString(error));
}
glClearColor(0, 0, 0, 1);
int quit = 0;
SDL_Event event;
while (!quit)
{
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
quit = 1;
break;
}
}
glBegin(GL_TRIANGLES);
glColor3f(255, 255, 255);
glVertex2f(0, 0);
glVertex2f(0, 1);
glVertex2f(1, 0);
glEnd();
SDL_GL_SwapWindow(window);
SDL_Surface *surface = SDL_GetWindowSurface(window);
int pixel_depth = SDL_BYTESPERPIXEL(surface->format->format);
char *pixels = (char*) surface->pixels;
int max_value = 0;
for (int i = 0; i < WINDOW_WIDTH * WINDOW_HEIGHT * pixel_depth; i++)
{
if (pixels[i] > max_value)
{
max_value = pixels[i];
}
}
SDL_FreeSurface(surface);
SDL_Log("%d", max_value);
}
SDL_Quit();
return 0;
}
SDL_GetWindowSurface() doesn't work with OpenGL:
You may not combine this with 3D or the rendering API on this window.
Use glReadPixels() instead.
Use PBO to read data from from the pixel buffer.
glReadBuffer(GL_COLOR_ATTACHMENT0);
writeIndex = (writeIndex + 1) % 2;
readIndex = (readIndex + 1) % 2;
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo[writeIndex]);
// copy from framebuffer to PBO asynchronously. it will be ready in the NEXT frame
glReadPixels(0, 0, SCR_WIDTH, SCR_HEIGHT, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
// now read other PBO which should be already in CPU memory
glBindBuffer(GL_PIXEL_PACK_BUFFER, pbo[readIndex]);
unsigned char* Data = (unsigned char *)glMapBuffer(GL_PIXEL_PACK_BUFFER, GL_READ_ONLY);
glUnmapBuffer(GL_PIXEL_PACK_BUFFER);
glBindBuffer(GL_PIXEL_PACK_BUFFER, 0);
So I've recently started to learn SDL2, and I am trying run a simple program, but I don't know what I'm doing wrong. My IDE (Code Blocks) says that the line of code SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO); has some kind of error and won't run. What am I missing or doing wrong?
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <SDL2/SDL.h>
static const int width = 800;
static const int height = 600;
int main(int argc, char **argv)
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_AUDIO); // <-Supposed Error
SDL_Window *window = SDL_CreateWindow("Hey\n", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, width, height, SDL_WINDOW_OPENGL);
SDL_Renderer *renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
SDL_SetRendererDrawColor(renderer, 255, 0, 0, 255);
bool running = true;
SDL_Event event;
while(running)
{
while(SDL_PollEvent(&event))
{
if(event.type == SDL_QUIT)
{
running = false;
}
}
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
}
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
The linker error that I get is:
undefined reference to `SDL_SetRendererDrawColor'
Because this function doesn't exist in SDL2, you must use SDL_SetRenderDrawColor().
SDL_SetRenderDrawColor(renderer, 255, 0, 0, 255);
I'm using the SDL2 library, in C.
I made a test program to open a white window, but I get a segmentation fault with the function SDL_FillRect even though there are no errors or warnings when I build it.
Here's the code:
#include <stdio.h>
#include <stdlib.h>
#include <stdbool.h>
#include <SDL2/SDL.h>
#include <SDL2/SDL_image.h>
#include <SDL2/SDL_ttf.h>
static const int window_width = 1000;
static const int window_height = 1000;
int main(int argc, char* argv[])
{
//Window
SDL_Window *window = NULL;
//Window Surface where things will be shown
SDL_Surface *surface = NULL;
//Inicializar SDL
if(SDL_Init(SDL_INIT_VIDEO) == -1)
{
printf("Failed to initialize SDL2. SDL Error: %s", SDL_GetError());
}
else
{
window = SDL_CreateWindow("Test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, window_width, window_height, SDL_WINDOW_SHOWN );
if(window == NULL)
printf("Failed to create SDL2 window. SDL Error: %s", SDL_GetError());
else
{
//Fill window with white color
SDL_FillRect(surface, NULL, SDL_MapRGB(surface->format, 0xFF, 0xFF, 0xFF));
//Update surface with new changes
SDL_UpdateWindowSurface(window);
//Wait before closing (parameter in miliseconds)
SDL_Delay(4000);
}
}
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
You get Segmentation fault because surface is still NULL
This example code taken directly from the SDL wiki (https://wiki.libsdl.org/SDL_FillRect) shows how to create a SDL_Surface before calling SDL_FillRect()
/* Declaring the surface. */
SDL_Surface *s;
/* Creating the surface. */
s = SDL_CreateRGBSurface(0, width, height, 32, 0, 0, 0, 0);
/* Filling the surface with red color. */
SDL_FillRect(s, NULL, SDL_MapRGB(s->format, 255, 0, 0));
I am attempting to write a chip-8 emulator, and already have the processor all wrapped up. I am attempting to write a small program to experiment with rendering a chip-8 ROM in SDL. I have ran into a snag however. In the below program:
#include <stdio.h>
#include <SDL2/SDL.h>
const int SCREEN_HEIGHT = 320;
const int SCREEN_WIDTH = 640;
void put_pixel_xy(SDL_Renderer *renderer, int x, int y, unsigned char r, unsigned char g, unsigned char b) {
SDL_SetRenderDrawColor(renderer, r, g, b, 255);
SDL_RenderDrawPoint(renderer, x, y);
}
int main() {
if(SDL_Init(SDL_INIT_EVERYTHING) < 0) {
fprintf(stderr, "error: SDL could not initialize: %s\n", SDL_GetError());
return 1;
}
SDL_Window *window = SDL_CreateWindow("Chip-8 Emulator", SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if(window == NULL) {
fprintf(stderr, "error: could not create SDL window: %s\n", SDL_GetError());
return 1;
}
SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, 0);
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255);
SDL_RenderClear(renderer);
SDL_RenderPresent(renderer);
SDL_Delay(2000);
for(int x = 0; x < SCREEN_WIDTH; ++x) {
for(int y = 0; y < SCREEN_HEIGHT/2; ++y) {
put_pixel_xy(renderer, x, y, 255, 255, 255);
}
}
SDL_RenderPresent(renderer);
SDL_Delay(5000);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}
I am attempting to make half of the screen white, and half black. However, whenever I run this program I get the following result:
Any help as to why this is happening would be much appreciated. Thank you!