[SDL3] Framerate Per Second FPS

SDL 2025. 4. 22. 22:28 |
반응형

SDL 사용시 FPS를 고정해 보자.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
 
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
 
int screen_width = 640;
int screen_height = 480;
 
Uint64 start;
Uint64 end;
float fps;
 
typedef struct {
    float x, y;
    float vx, vy;
} s_particle;
 
const int number_particles = 400;
s_particle particles[number_particles];
 
// 파티클 이미지 텍스쳐와 렉트
SDL_Texture* texture;
SDL_FRect rect;
 
void spawn_particle(s_particle* pt) {
    pt->= (SDL_randf() * 2 - 1* screen_width * 10;
    pt->= SDL_randf() * screen_height * -2;
    // 넓은 범위에서 눈이 생성되게 해서 실행 초기에 눈이 쏟아져 내리는걸 방지.
    pt->vx = SDL_randf() * 0.5f; // 눈은 오른쪽으로만 흩날린다.
    pt->vy = SDL_randf() + 0.8f;
}
 
void draw_particle(s_particle pt[]) {
    for (int i = 0; i < number_particles; i++) {
        s_particle* particle = &pt[i];
        particle->+= particle->vx;
        particle->+= particle->vy;
        // 눈이 화면 왼쪽에서도 바람에 날려 올 수 있도록 생존 범위 조정.
        if (particle->> screen_width || particle->< -screen_width || particle->> screen_height)
            spawn_particle(particle);
 
        // 텍스쳐 그리기
        rect.x = particle->- rect.w / 2;
        rect.y = particle->- rect.h / 2;
        SDL_RenderTexture(renderer, texture, NULL&rect);
 
        //SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
        //SDL_RenderPoint(renderer, particle->x, particle->y);
    }
}
 
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example""1.0""sean");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
    // A variable controlling whether updates to the SDL screen surface should be synchronized
    // with the vertical refresh, to avoid tearing.
 
    if (!SDL_CreateWindowAndRenderer("example", screen_width, screen_height, 0&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    for (int i = 0; i < number_particles; i++) {
        spawn_particle(&particles[i]);
    }
 
    // 비트맵 로드
    SDL_Surface* bmpSurface = SDL_LoadBMP("snow.bmp");
    if (!bmpSurface) {
        SDL_Log("Couldn't load BMP: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    // 컬러키(투명) 설정
    SDL_SetSurfaceColorKey(bmpSurface, true, SDL_MapSurfaceRGB(bmpSurface, 0x000x000x00));
    //SDL_SetSurfaceColorKey(bmpSurface, true, SDL_MapRGB(SDL_GetPixelFormatDetails(bmpSurface->format), NULL, 0x00, 0x00, 0x00));
    rect = { 00, (float)bmpSurface->w, (float)bmpSurface->h };
    texture = SDL_CreateTextureFromSurface(renderer, bmpSurface);
 
    SDL_DestroySurface(bmpSurface);
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    switch (event->type) {
    case SDL_EVENT_QUIT:
        return SDL_APP_SUCCESS;
    case SDL_EVENT_KEY_DOWN:
        printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
        if (event->key.key == SDLK_ESCAPE)
            return SDL_APP_SUCCESS;
        break;
    default:
        break;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppIterate(void* appstate)
{
    start = SDL_GetPerformanceCounter();
 
    {
        SDL_SetRenderDrawColor(renderer, 000, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        draw_particle(particles);
 
        SDL_RenderPresent(renderer);
    }
 
    end = SDL_GetPerformanceCounter();
    fps = 1.0f / ((end - start) / (float)SDL_GetPerformanceFrequency());
    printf("FPS: %f\n", fps);
 
    return SDL_APP_CONTINUE;
}
 
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
    SDL_DestroyTexture(texture);
 
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}
 

 

 

위 내용은 눈 내리는 코드와 실행 결과이다. FPS를 고정하기 위해 SDL_AppInit()에서 수직 동기화(Vertical Synchronization)를 설정했다. 특정 FPS를 간단히 지정하고 싶다면 아래와 같이 해도 된다.

SDL_Delay(1000 / 원하는 FPS)

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
SDL_AppResult SDL_AppIterate(void* appstate)
{
    start = SDL_GetPerformanceCounter();
    SDL_Delay(1000 / 60);
 
    {
        SDL_SetRenderDrawColor(renderer, 000, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        draw_particle(particles);
 
        SDL_RenderPresent(renderer);
    }
 
    end = SDL_GetPerformanceCounter();
    fps = 1.0f / ((end - start) / (float)SDL_GetPerformanceFrequency());
    printf("FPS: %f\n", fps);
 
    return SDL_APP_CONTINUE;
}
 

 

 

아니면 SDL3_gfx 라이브러리를 사용할 수도 있다. 아래 링크에서 다운로드하자.

SDL3_gfx

SDL3_gfx-1.0.1.zip
4.99MB

 

 

여기서는 FPS관련 파일만 프로젝트에 추가한다.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
#include "SDL3_framerate.h"
 
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
 
int screen_width = 640;
int screen_height = 480;
 
Uint64 start;
Uint64 end;
float fps;
 
// FPS 관리자
FPSmanager fpsm;
 
typedef struct {
    float x, y;
    float vx, vy;
} s_particle;
 
const int number_particles = 400;
s_particle particles[number_particles];
 
// 파티클 이미지 텍스쳐와 렉트
SDL_Texture* texture;
SDL_FRect rect;
 
void spawn_particle(s_particle* pt) {
    pt->= (SDL_randf() * 2 - 1* screen_width * 10;
    pt->= SDL_randf() * screen_height * -2;
    // 넓은 범위에서 눈이 생성되게 해서 실행 초기에 눈이 쏟아져 내리는걸 방지.
    pt->vx = SDL_randf() * 0.5f; // 눈은 오른쪽으로만 흩날린다.
    pt->vy = SDL_randf() + 0.8f;
}
 
void draw_particle(s_particle pt[]) {
    for (int i = 0; i < number_particles; i++) {
        s_particle* particle = &pt[i];
        particle->+= particle->vx;
        particle->+= particle->vy;
        // 눈이 화면 왼쪽에서도 바람에 날려 올 수 있도록 생존 범위 조정.
        if (particle->> screen_width || particle->< -screen_width || particle->> screen_height)
            spawn_particle(particle);
 
        // 텍스쳐 그리기
        rect.x = particle->- rect.w / 2;
        rect.y = particle->- rect.h / 2;
        SDL_RenderTexture(renderer, texture, NULL&rect);
 
        //SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
        //SDL_RenderPoint(renderer, particle->x, particle->y);
    }
}
 
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example""1.0""sean");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    // FPS 관리자 초기화. FPS=60
    SDL_initFramerate(&fpsm);
    SDL_setFramerate(&fpsm, 60);
    printf("Set FPS: %d\n", SDL_getFramerate(&fpsm));
 
    if (!SDL_CreateWindowAndRenderer("example", screen_width, screen_height, 0&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    for (int i = 0; i < number_particles; i++) {
        spawn_particle(&particles[i]);
    }
 
    // 비트맵 로드
    SDL_Surface* bmpSurface = SDL_LoadBMP("snow.bmp");
    if (!bmpSurface) {
        SDL_Log("Couldn't load BMP: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    // 컬러키(투명) 설정
    SDL_SetSurfaceColorKey(bmpSurface, true, SDL_MapSurfaceRGB(bmpSurface, 0x000x000x00));
    //SDL_SetSurfaceColorKey(bmpSurface, true, SDL_MapRGB(SDL_GetPixelFormatDetails(bmpSurface->format), NULL, 0x00, 0x00, 0x00));
    rect = { 00, (float)bmpSurface->w, (float)bmpSurface->h };
    texture = SDL_CreateTextureFromSurface(renderer, bmpSurface);
 
    SDL_DestroySurface(bmpSurface);
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    switch (event->type) {
    case SDL_EVENT_QUIT:
        return SDL_APP_SUCCESS;
    case SDL_EVENT_KEY_DOWN:
        printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
        if (event->key.key == SDLK_ESCAPE)
            return SDL_APP_SUCCESS;
        break;
    default:
        break;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppIterate(void* appstate)
{
    start = SDL_GetPerformanceCounter();
 
    {
        SDL_SetRenderDrawColor(renderer, 000, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        draw_particle(particles);
 
        SDL_RenderPresent(renderer);
    }
 
    // FPS를 맞추기 위한 지연.
    SDL_framerateDelay(&fpsm);
 
    end = SDL_GetPerformanceCounter();
    fps = 1.0f / ((end - start) / (float)SDL_GetPerformanceFrequency());
    printf("Actual FPS: %f\n", fps);
 
    return SDL_APP_CONTINUE;
}
 
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
    SDL_DestroyTexture(texture);
 
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}
 

 

 

프로그램을 실행하면 FPS가 60에 가깝게 유지된다.

 

SDL_AppInit()에서 FPS 관리자 초기화 부분을 제일 아래로 옮기면 최초 FPS가 좀 더 낮은 수치가 되지만 별 의미는 없는거 같다.

 

반응형
Posted by J-sean
:
반응형

렌더러에 그려진 화면을 BMP로 저장해 보자.

2025.04.18 - [C, C++] - [SDL3] Particle 파티클

위 링크를 참고해 눈내리는 장면을 연출한다.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
 
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
 
int screen_width = 640;
int screen_height = 480;
 
Uint64 start;
Uint64 end;
float fps;
 
typedef struct {
    float x, y;
    float vx, vy;
} s_particle;
 
const int number_particles = 400;
s_particle particles[number_particles];
 
// 파티클 이미지 텍스쳐와 렉트
SDL_Texture* texture;
SDL_FRect rect;
 
// 스냅샷
bool snap = false;
 
void spawn_particle(s_particle* pt) {
    pt->= (SDL_randf() * 2 - 1* screen_width * 10;
    pt->= SDL_randf() * screen_height * -2;
    // 넓은 범위에서 눈이 생성되게 해서 실행 초기에 눈이 쏟아져 내리는걸 방지.
    pt->vx = SDL_randf() * 0.5f; // 눈은 오른쪽으로만 흩날린다.
    pt->vy = SDL_randf() + 0.8f;
}
 
void draw_particle(s_particle pt[]) {
    for (int i = 0; i < number_particles; i++) {
        s_particle* particle = &pt[i];
        particle->+= particle->vx;
        particle->+= particle->vy;
        // 눈이 화면 왼쪽에서도 바람에 날려 올 수 있도록 생존 범위 조정.
        if (particle->> screen_width || particle->< -screen_width || particle->> screen_height)
            spawn_particle(particle);
 
        // 텍스쳐 그리기
        rect.x = particle->- rect.w / 2;
        rect.y = particle->- rect.h / 2;
        SDL_RenderTexture(renderer, texture, NULL&rect);
 
        //SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
        //SDL_RenderPoint(renderer, particle->x, particle->y);
    }
}
 
void take_snapshot(SDL_Renderer* renderer, const char* filename) {
    SDL_Surface* surface = SDL_RenderReadPixels(renderer, NULL);
    if (surface) {
        SDL_SaveBMP(surface, filename);
        SDL_DestroySurface(surface);
    }
    snap = false;
}
 
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example""1.0""sean");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
    // A variable controlling whether updates to the SDL screen surface should be synchronized
    // with the vertical refresh, to avoid tearing.
 
    if (!SDL_CreateWindowAndRenderer("example", screen_width, screen_height, 0&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    for (int i = 0; i < number_particles; i++) {
        spawn_particle(&particles[i]);
    }
 
    // 비트맵 로드
    SDL_Surface* bmpSurface = SDL_LoadBMP("snow.bmp");
    if (!bmpSurface) {
        SDL_Log("Couldn't load BMP: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    // 컬러키(투명) 설정
    SDL_SetSurfaceColorKey(bmpSurface, true, SDL_MapSurfaceRGB(bmpSurface, 0x000x000x00));
    //SDL_SetSurfaceColorKey(bmpSurface, true, SDL_MapRGB(SDL_GetPixelFormatDetails(bmpSurface->format), NULL, 0x00, 0x00, 0x00));
    rect = { 00, (float)bmpSurface->w, (float)bmpSurface->h };
    texture = SDL_CreateTextureFromSurface(renderer, bmpSurface);
 
    SDL_DestroySurface(bmpSurface);
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    switch (event->type) {
    case SDL_EVENT_QUIT:
        return SDL_APP_SUCCESS;
    case SDL_EVENT_KEY_DOWN:
        printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
        if (event->key.key == SDLK_ESCAPE)
            return SDL_APP_SUCCESS;
        else if (event->key.key == SDLK_S)
            snap = true;
        break;
    default:
        break;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppIterate(void* appstate)
{
    // FPS 계산. 사용하지는 않음.
    start = SDL_GetPerformanceCounter();
 
    {
        SDL_SetRenderDrawColor(renderer, 000, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        draw_particle(particles);
 
        if (snap)
            take_snapshot(renderer, "snapshot.bmp");
 
        SDL_RenderPresent(renderer);
    }
 
    end = SDL_GetPerformanceCounter();
    fps = 1.0f / ((end - start) / (float)SDL_GetPerformanceFrequency());
 
    return SDL_APP_CONTINUE;
}
 
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
    SDL_DestroyTexture(texture);
 
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}
 

 

bool snap 변수 선언, take_snapshot() 함수 선언, SDL_AppEvent()에서 's'키 입력 처리, SDL_AppIterate()에서 take_snapshot() 호출이 추가되었다.

 

프로그램을 실행하고 's'키를 누르면 snapshot.bmp 파일이 생성된다.

 

반응형
Posted by J-sean
:
반응형

픽셀 파티클 시스템을 만들어 보자.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
 
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
 
int screen_width = 640;
int screen_height = 480;
 
float speed = 0.001f;
Uint64 start;
Uint64 end;
float fps = 3000;
 
typedef struct {
    float x, y;
    float vx, vy;
    int life;
} s_particle;
 
const int number_particles = 100;
s_particle particles[number_particles];
 
void spawn_particle(s_particle* pt) {
    pt->= SDL_randf() * screen_width;
    pt->= SDL_randf() * screen_height;
    pt->vx = (SDL_randf() * 2 - 1* speed;
    pt->vy = (SDL_randf() * 2 - 1* speed;
    // '* 2 - 1' 의 의미: 음의 방향으로도 움직이기 위해서.
    pt->life = (int)fps + SDL_rand((int)fps * 2);
}
 
void draw_particle(s_particle pt[]) {
    for (int i = 0; i < number_particles; i++) {
        s_particle* particle = &pt[i];
        particle->+= particle->vx;
        particle->+= particle->vy;
        particle->life--;
 
        if (particle->life <= 0)
            spawn_particle(particle);
 
        SDL_SetRenderDrawColor(renderer, 02550, SDL_ALPHA_OPAQUE);
        SDL_RenderPoint(renderer, particle->x, particle->y);
    }
}
 
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example""1.0""sean");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", screen_width, screen_height, 0&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    for (int i = 0; i < number_particles; i++) {
        spawn_particle(&particles[i]);
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    switch (event->type) {
    case SDL_EVENT_QUIT:
        return SDL_APP_SUCCESS;
    case SDL_EVENT_KEY_DOWN:
        printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
        if (event->key.key == SDLK_ESCAPE)
            return SDL_APP_SUCCESS;
        break;
    default:
        break;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppIterate(void* appstate)
{
    // FPS 계산. 사용하지는 않음.
    start = SDL_GetPerformanceCounter();
 
    {
        SDL_SetRenderDrawColor(renderer, 000, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        draw_particle(particles);
 
        SDL_RenderPresent(renderer);
    }
 
    end = SDL_GetPerformanceCounter();
    fps = 1.0f / ((end - start) / (float)SDL_GetPerformanceFrequency());
 
    return SDL_APP_CONTINUE;
}
 
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}
 

 

위 코드에서는 FPS를 설정하지 않고 시스템의 CPU 속도에 맞게 speed 변수를 적당히 조절했다. FPS 설정이 필요하면 아래 링크를 참고한다.

2025.04.22 - [C, C++] - [SDL] Framerate Per Second FPS

 

파티클들이 사방으로 움직인다.

 

이번엔 불꽃놀이 파티클을 만들어 보자.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
#define SDL_MAIN_USE_CALLBACKS 1
 
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
 
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
 
int screen_width = 640;
int screen_height = 480;
 
float speed = 3.0f;
float fps = 60;
 
typedef struct {
    float x, y;
    float vx, vy;
    SDL_Color color;
    int life;
    bool exist;
} s_particle;
 
const int number_particles = 1000;
s_particle particles[number_particles];
SDL_Point spawn_point;
 
void spawn_particle(s_particle* pt) {
    pt->exist = true;
    pt->= spawn_point.x;
    pt->= spawn_point.y;
 
    float x = (SDL_randf() * 2 - 1);
    float y = (SDL_randf() * 2 - 1);
    float n = SDL_sqrtf(x * x + y * y);
    // 벡터 정규화. 불꽃이 원형으로 퍼져나가기 위해.
    // '* 2 - 1' 의 의미: 음의 방향으로도 움직이기 위해.
    pt->vx = (x / n) * speed * SDL_randf();
    pt->vy = (y / n) * speed * SDL_randf();
 
    pt->color.r = SDL_rand(256);
    pt->color.g = SDL_rand(256);
    pt->color.b = SDL_rand(256);
    pt->life = (int)fps + SDL_rand((int)fps * 0.5f);
}
 
void draw_particle(s_particle pt[]) {
    for (int i = 0; i < number_particles; i++) {
        s_particle* particle = &pt[i];
        if (particle->exist) {
            particle->+= particle->vx;
            particle->+= particle->vy;
            particle->life--;
 
            if (particle->life <= 0) {
                particle->exist = false;
                continue;
            }
            SDL_SetRenderDrawColor(renderer, particle->color.r, particle->color.g, particle->color.b, SDL_ALPHA_OPAQUE);
            SDL_RenderPoint(renderer, particle->x, particle->y);
        }
    }
}
 
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example""1.0""sean");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    if (!SDL_CreateWindowAndRenderer("examples/renderer/clear", screen_width, screen_height, 0&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    switch (event->type) {
    case SDL_EVENT_QUIT:
        return SDL_APP_SUCCESS;
    case SDL_EVENT_MOUSE_BUTTON_DOWN:
        if (event->button.button == 1) { // 왼쪽 버튼 클릭. 오른쪽 버튼은 3.
            printf("x: %f, y: %f\n", event->button.x, event->button.y);
            spawn_point.x = event->button.x;
            spawn_point.y = event->button.y;
            for (int i = 0; i < number_particles; i++)
                spawn_particle(&particles[i]);
        }
        break;
    case SDL_EVENT_KEY_DOWN:
        printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
        if (event->key.key == SDLK_ESCAPE)
            return SDL_APP_SUCCESS;
        break;
    default:
        break;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppIterate(void* appstate)
{
    SDL_Delay(1000 / fps);
 
    {
        SDL_SetRenderDrawColor(renderer, 000, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        draw_particle(particles);
 
        SDL_RenderPresent(renderer);
    }
 
    return SDL_APP_CONTINUE;
}
 
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}
 

 

 

마우스 클릭 지점에서 간단한 불꽃놀이 파티클이 생성된다.

 

이번엔 픽셀이 아닌 비트맵 이미지로 파티클 시스템을 만들어 보자.

snow.bmp
0.00MB

 

snow1.bmp
0.00MB

 

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
 
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
 
int screen_width = 640;
int screen_height = 480;
 
float speed = 0.01f;
Uint64 start;
Uint64 end;
float fps = 3000;
 
typedef struct {
    float x, y;
    float vx, vy;
    int life;
} s_particle;
 
const int number_particles = 200;
s_particle particles[number_particles];
 
// 파티클 이미지 텍스쳐와 렉트
SDL_Texture* texture;
SDL_FRect rect;
 
void spawn_particle(s_particle* pt) {
    pt->= SDL_randf() * screen_width;
    pt->= SDL_randf() * screen_height;
    pt->vx = (SDL_randf() * 2 - 1* speed;
    pt->vy = (SDL_randf() * 2 - 1* speed;
    // '* 2 - 1' 의 의미: 음의 방향으로도 움직이기 위해서.
    pt->life = (int)fps + SDL_rand((int)fps * 2);
}
 
void draw_particle(s_particle pt[]) {
    for (int i = 0; i < number_particles; i++) {
        s_particle* particle = &pt[i];
        particle->+= particle->vx;
        particle->+= particle->vy;
        particle->life--;
 
        if (particle->life <= 0)
            spawn_particle(particle);
 
        // 텍스쳐 그리기
        rect.x = particle->- rect.w / 2;
        rect.y = particle->- rect.h / 2;
        SDL_RenderTexture(renderer, texture, NULL&rect);
 
        //SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
        //SDL_RenderPoint(renderer, particle->x, particle->y);
    }
}
 
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example""1.0""sean");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    if (!SDL_CreateWindowAndRenderer("example", screen_width, screen_height, 0&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    for (int i = 0; i < number_particles; i++) {
        spawn_particle(&particles[i]);
    }
 
    // 비트맵 로드
    SDL_Surface* bmpSurface = SDL_LoadBMP("snow.bmp");
    if (!bmpSurface) {
        SDL_Log("Couldn't load BMP: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    // 컬러키(투명) 설정
    SDL_SetSurfaceColorKey(bmpSurface, true, SDL_MapSurfaceRGB(bmpSurface, 0x000x000x00));
    //SDL_SetSurfaceColorKey(bmpSurface, true, SDL_MapRGB(SDL_GetPixelFormatDetails(bmpSurface->format), NULL, 0x00, 0x00, 0x00));
    rect = { 00, (float)bmpSurface->w, (float)bmpSurface->h };
    texture = SDL_CreateTextureFromSurface(renderer, bmpSurface);
 
    SDL_DestroySurface(bmpSurface);
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    switch (event->type) {
    case SDL_EVENT_QUIT:
        return SDL_APP_SUCCESS;
    case SDL_EVENT_KEY_DOWN:
        printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
        if (event->key.key == SDLK_ESCAPE)
            return SDL_APP_SUCCESS;
        break;
    default:
        break;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppIterate(void* appstate)
{
    // FPS 계산. 사용하지는 않음.
    start = SDL_GetPerformanceCounter();
 
    {
        SDL_SetRenderDrawColor(renderer, 000, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        draw_particle(particles);
 
        SDL_RenderPresent(renderer);
    }
 
    end = SDL_GetPerformanceCounter();
    fps = 1.0f / ((end - start) / (float)SDL_GetPerformanceFrequency());
 
    return SDL_APP_CONTINUE;
}
 
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
    SDL_DestroyTexture(texture);
 
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}
 

 

 

알파채널이 없는 비트맵이라 조금 어색하지만 눈이 사방으로 흩날린다.

 

 

이번엔 진짜 눈처럼 내리는 환경을 만들어 보자.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
 
SDL_Window* window = NULL;
SDL_Renderer* renderer = NULL;
 
int screen_width = 640;
int screen_height = 480;
 
Uint64 start;
Uint64 end;
float fps;
 
typedef struct {
    float x, y;
    float vx, vy;
} s_particle;
 
const int number_particles = 400;
s_particle particles[number_particles];
 
// 파티클 이미지 텍스쳐와 렉트
SDL_Texture* texture;
SDL_FRect rect;
 
void spawn_particle(s_particle* pt) {
    pt->= (SDL_randf() * 2 - 1* screen_width * 10;
    pt->= SDL_randf() * screen_height * -2;
    // 넓은 범위에서 눈이 생성되게 해서 실행 초기에 눈이 쏟아져 내리는걸 방지.
    pt->vx = SDL_randf() * 0.5f; // 눈은 오른쪽으로만 흩날린다.
    pt->vy = SDL_randf() + 0.8f;
}
 
void draw_particle(s_particle pt[]) {
    for (int i = 0; i < number_particles; i++) {
        s_particle* particle = &pt[i];
        particle->+= particle->vx;
        particle->+= particle->vy;
        // 눈이 화면 왼쪽에서도 바람에 날려 올 수 있도록 생존 범위 조정.
        if (particle->> screen_width || particle->< -screen_width || particle->> screen_height)
            spawn_particle(particle);
 
        // 텍스쳐 그리기
        rect.x = particle->- rect.w / 2;
        rect.y = particle->- rect.h / 2;
        SDL_RenderTexture(renderer, texture, NULL&rect);
 
        //SDL_SetRenderDrawColor(renderer, 255, 0, 0, SDL_ALPHA_OPAQUE);
        //SDL_RenderPoint(renderer, particle->x, particle->y);
    }
}
 
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example""1.0""sean");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    SDL_SetHint(SDL_HINT_RENDER_VSYNC, "1");
    // A variable controlling whether updates to the SDL screen surface should be synchronized
    // with the vertical refresh, to avoid tearing.
 
    if (!SDL_CreateWindowAndRenderer("example", screen_width, screen_height, 0&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    for (int i = 0; i < number_particles; i++) {
        spawn_particle(&particles[i]);
    }
 
    // 비트맵 로드
    SDL_Surface* bmpSurface = SDL_LoadBMP("snow.bmp");
    if (!bmpSurface) {
        SDL_Log("Couldn't load BMP: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    // 컬러키(투명) 설정
    SDL_SetSurfaceColorKey(bmpSurface, true, SDL_MapSurfaceRGB(bmpSurface, 0x000x000x00));
    //SDL_SetSurfaceColorKey(bmpSurface, true, SDL_MapRGB(SDL_GetPixelFormatDetails(bmpSurface->format), NULL, 0x00, 0x00, 0x00));
    rect = { 00, (float)bmpSurface->w, (float)bmpSurface->h };
    texture = SDL_CreateTextureFromSurface(renderer, bmpSurface);
 
    SDL_DestroySurface(bmpSurface);
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    switch (event->type) {
    case SDL_EVENT_QUIT:
        return SDL_APP_SUCCESS;
    case SDL_EVENT_KEY_DOWN:
        printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
        if (event->key.key == SDLK_ESCAPE)
            return SDL_APP_SUCCESS;
        break;
    default:
        break;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppIterate(void* appstate)
{
    // FPS 계산. 사용하지는 않음.
    start = SDL_GetPerformanceCounter();
 
    {
        SDL_SetRenderDrawColor(renderer, 000, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        draw_particle(particles);
 
        SDL_RenderPresent(renderer);
    }
 
    end = SDL_GetPerformanceCounter();
    fps = 1.0f / ((end - start) / (float)SDL_GetPerformanceFrequency());
 
    return SDL_APP_CONTINUE;
}
 
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
    SDL_DestroyTexture(texture);
 
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}
 

 

 

실제 프로그램을 실행하면 훨씬 자연스럽게 눈이 내린다.

 

이번엔 배경이 투명한 윈도우를 만들어 보자.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
...
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    ...
    if (!SDL_CreateWindowAndRenderer("example", screen_width, screen_height, SDL_WINDOW_TRANSPARENT | SDL_WINDOW_BORDERLESS, &window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
    ...
}
...
SDL_AppResult SDL_AppIterate(void* appstate)
{
    start = SDL_GetPerformanceCounter();
 
    {
        //SDL_SetRenderDrawColor(renderer, 0, 0, 0, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        draw_particle(particles);
 
        SDL_RenderPresent(renderer);
    }
    ...
}
...
 

 

윈도우 생성시 SDL_WINDOW_TRANSPARENT |  SDL_WINDOW_BOARDERLESS 옵선을 주고 SDL_SetRenderDrawColor() 호출을 삭제하면 투명한 배경의 윈도우를 만들 수 있다.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
...
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    ...    
    if (!SDL_CreateWindowAndRenderer("example", screen_width, screen_height, SDL_WINDOW_TRANSPARENT | SDL_WINDOW_BORDERLESS | SDL_WINDOW_FULLSCREEN, &window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
    ...
}
...
SDL_AppResult SDL_AppIterate(void* appstate)
{
    start = SDL_GetPerformanceCounter();
 
    {
        SDL_SetRenderDrawColor(renderer, 0000);
        SDL_RenderClear(renderer);
 
        draw_particle(particles);
 
        SDL_RenderPresent(renderer);
    }
    ...
}
...
 

 

아니면 위 코드와 같이 바꿔도 투명한 배경의 윈도우를 만들 수 있다. 위 코드의 경우 SDL_SetRendererDrawColor()의 r, g, b, a 값을 바꾸면 반투명하면서 색이 있는 배경의 윈도우를 만들 수 있다.

예) SDL_SetRendererDrawColor(renderer, 0, 0, 0, 128); // 약간 어두운 투명 배경

   SDL_SetRendererDrawColor(renderer, 128, 0, 0, 128); // 약간 붉은 투명 배경

 

윈도우의 배경이 투명해서 데스크탑에서 눈이 내리는것 처럼 보인다.

 

만약 전체 화면으로 만들고 싶다면 아래 내용을 추가(변경)하면 된다.

1. #include <Windows.h>

2. int screen_width =  GetSystemMetrics(SM_CXSCREEN);
   int screen_height = GetSystemMetrics(SM_CYSCREEN);

3. SDL_CreateWindowAndRenderer("example", screen_width, screen_height, SDL_WINDOW_TRANSPARENT | SDL_WINDOW_BORDERLESS | SDL_WINDOW_FULLSCREEN, &window, &renderer)

 

반응형
Posted by J-sean
:

[SDL3] SDL3 Popup Window

SDL 2025. 4. 13. 13:06 |
반응형

SDL3에서 독립된 자식 윈도우가 아닌 팝업 윈도우를 생성해 보자.

부모 윈도우 영역의 일부처럼 동작한다.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
#include <Windows.h>
 
static SDL_Window* window = NULL;
static SDL_Renderer* renderer = NULL;
 
static SDL_Window* popwindow = NULL;
static SDL_Renderer* poprenderer = NULL;
 
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example Renderer Clear""1.0""com.example.renderer-clear");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    if (!SDL_CreateWindowAndRenderer("examples/renderer/clear"6404800&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    popwindow = SDL_CreatePopupWindow(window, 00100100, SDL_WINDOW_TOOLTIP);
    if (!popwindow) {
        SDL_Log("Couldn't create popup window: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    poprenderer = SDL_CreateRenderer(popwindow, NULL);
    if (!poprenderer) {
        SDL_Log("Couldn't create popup renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    SDL_PropertiesID prop = SDL_GetWindowProperties(window);
    HWND hwnd = (HWND)SDL_GetPointerProperty(prop, SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
    if (hwnd)
        printf("Main window handle: %p\n", hwnd);
 
    prop = SDL_GetWindowProperties(popwindow);
    HWND hpwnd = (HWND)SDL_GetPointerProperty(prop, SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
    if (hpwnd)
        printf("Popup window handle: %p\n", hpwnd);
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    switch (event->type) {
    case SDL_EVENT_QUIT:
        return SDL_APP_SUCCESS;
    case SDL_EVENT_KEY_DOWN:
        printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
        if (event->key.key == SDLK_ESCAPE)
            return SDL_APP_SUCCESS;
        break;
    default:
        break;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppIterate(void* appstate)
{
    SDL_SetRenderDrawColor(renderer, 255255255, SDL_ALPHA_OPAQUE);
    SDL_RenderClear(renderer);
    SDL_RenderPresent(renderer);
 
    SDL_SetRenderDrawColor(poprenderer, 00255, SDL_ALPHA_OPAQUE);
    SDL_RenderClear(poprenderer);
    SDL_RenderPresent(poprenderer);
 
    return SDL_APP_CONTINUE;
}
 
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
    SDL_DestroyRenderer(poprenderer);
    SDL_DestroyWindow(popwindow);
 
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
 
    SDL_Quit();
}
 

 

 

실행하면 팝업 윈도우 영역이 파란색으로 표시된다.

 

팝업 윈도우는 자신의 좌표를 갖는다. 위 코드를 수정한 아래 코드에서 확인해 보자.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
...
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    ...
    popwindow = SDL_CreatePopupWindow(window, 5050100100, SDL_WINDOW_TOOLTIP);
    if (!popwindow) {
        SDL_Log("Couldn't create popup window: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    poprenderer = SDL_CreateRenderer(popwindow, NULL);
    if (!poprenderer) {
    SDL_Log("Couldn't create popup renderer: %s", SDL_GetError());
    return SDL_APP_FAILURE;
    ...
}
    ...
}
...
SDL_AppResult SDL_AppIterate(void* appstate)
{
    ...
    SDL_SetRenderDrawColor(poprenderer, 00255, SDL_ALPHA_OPAQUE);
    SDL_RenderClear(poprenderer);
    SDL_SetRenderDrawColor(poprenderer, 25500, SDL_ALPHA_OPAQUE);
    SDL_RenderLine(poprenderer, 005050);
    SDL_RenderPresent(poprenderer);
 
    return SDL_APP_CONTINUE;
}
...
 

 

 

팝업 윈도우를 메인 윈도우 (50, 50) 위치에 (100, 100) 크기로 생성하고 (0, 0)부터 (50, 50)까지 빨간 직선을 그린다.

 

메인 윈도우가 아닌 팝업 윈도우의 좌상단 좌표 (0, 0)에서 (50, 50)까지 빨간 직선이 그려진다.

 

물론 (0, 0)에서 (300, 300) 까지 직선을 그려도 팝업 윈도우의 범위를 넘기 때문에 (100, 100)까지만 그려진다.

 

반응형
Posted by J-sean
:
반응형

SDL3에 Dear ImGui를 사용해 보자. 아래 링크를 참고해 SDL3를 준비한다.

2025.03.30 - [C, C++] - [SDL3] Simple DirectMedia Layer 3 Setup and Getting Started - SDL3 설정 및 초기화

 

프로젝트 폴더에 위와 같이 ImGui 관련 파일을 복사한다. (lib, dll 파일은 없다)

 

프로젝트에 ImGui 필터를 추가하고 파일을 추가한다.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
#include <Windows.h>
 
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include "imgui_impl_sdlrenderer3.h"
 
static SDL_Window* window = NULL;
static SDL_Renderer* renderer = NULL;
ImGuiIO* pio = NULL;
 
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example Renderer Clear""1.0""com.example.renderer-clear");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    if (!SDL_CreateWindowAndRenderer("examples/renderer/clear"6404800&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    // Setup Dear ImGui context
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    // (void)io는 의미 없는 명령.  just to avoid compiler warning on unused variable
    pio = &io;
    // io가 SDL_AppIterate()에서 사용되기 때문에 전역 포인터 변수 pio에 대입.
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
 
    // Setup Dear ImGui style
    //ImGui::StyleColorsDark();
    ImGui::StyleColorsLight();
 
    // Setup Platform/Renderer backends
    ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
    ImGui_ImplSDLRenderer3_Init(renderer);
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    // Poll and handle events (inputs, window resize, etc.)
    // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
    // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
    // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
    // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
    ImGui_ImplSDL3_ProcessEvent(event);
 
    switch (event->type) {
    case SDL_EVENT_QUIT:
        return SDL_APP_SUCCESS;
    case SDL_EVENT_KEY_DOWN:
        printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
        if (event->key.key == SDLK_ESCAPE)
            return SDL_APP_SUCCESS;
        break;
    default:
        break;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppIterate(void* appstate)
{
    // Start the Dear ImGui frame
    ImGui_ImplSDLRenderer3_NewFrame();
    ImGui_ImplSDL3_NewFrame();
    ImGui::NewFrame();
 
    // Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
    {
        static float f = 0.0f;
        static int counter = 0;
 
        ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
        //ImGui::SetWindowSize(ImVec2(100, 20)); // 매 프레임마다 윈도우 사이즈를 (100, 20)으로 지정한다.
        //ImGui::SetWindowSize(ImVec2(100, 20), ImGuiCond_Once); // 프로그램을 시작할때 한 번만 윈도우 사이즈를 지정한다.
        //ImGui::SetWindowSize(ImVec2(100, 20), ImGuiCond_FirstUseEver); // 프로그램을 처음 시작할때(imgui.ini파일이 존재하지 않을때)
                                                                         // 한 번만 윈도우 사이즈를 지정한다.
        ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
        if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
            counter++;
        ImGui::SameLine();
        ImGui::Text("counter = %d", counter);
        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)"1000.0f / pio->Framerate, pio->Framerate);
        ImGui::End();
    }
    // 윈도우 없이 위치가 고정된 버튼 생성하기.
    {
        ImGui::Begin("No Window"0, ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration);
        ImGui::SetWindowPos(ImVec2(1020));
        ImGui::SetWindowSize(ImVec2(10020));
        // WindowSize()는 이 예제 블럭에서 생성하려는 버튼의 사이즈를 지정하는 함수가 아니다. 버튼을 포함하는 윈도우의 사이즈다.
        // 이 예제는 윈도우가 보이지 않으므로 사이즈를 지정하지 않으면 버튼 사이즈보다 훨씬 크게 지정되서 근처의 다른 UI가
        // 이 윈도우에 가려져 제대로 동작하지 않을 수 있다. (보이기는 하지만 클릭이 되지 않는다)
        // 아니면, Begin()에서 ImGuiWindowFlags_NoBringToFrontOnFocus 옵션을 추가하면 다른 윈도우의 UI 동작을 방해하지 않는다.
        // 이 예제에서 ImGuiWindowFlags_NoInputs 옵션은 버튼을 비활성화 시키므로 사용하면 안된다.        
        ImGui::Button("Fixed Button");
        ImGui::End();
    }
 
    // Rendering
    ImGui::Render();
 
    SDL_SetRenderDrawColor(renderer, 255255255, SDL_ALPHA_OPAQUE);
    SDL_RenderClear(renderer);
    ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
    SDL_RenderPresent(renderer);
 
    return SDL_APP_CONTINUE;
}
 
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
    // Cleanup    
    ImGui_ImplSDLRenderer3_Shutdown();
    ImGui_ImplSDL3_Shutdown();
    ImGui::DestroyContext();
 
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}
 

 

소스를 입력하고 빌드한다.

 

실행하면 GUI가 표시된다.

 

이번엔 ImGui를 이용해 이미지를 출력해 보자.

 

stb_image.h를 추가한다.
stb_image.h
0.27MB

 

Image Loading and Displaying Examples

위 링크를 참고해 소스를 작성한다.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
#define _CRT_SECURE_NO_WARNINGS
#define STB_IMAGE_IMPLEMENTATION
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
#include <Windows.h>
 
#include "imgui.h"
#include "imgui_impl_sdl3.h"
#include "imgui_impl_sdlrenderer3.h"
 
#include "stb_image.h"
 
static SDL_Window* window = NULL;
static SDL_Renderer* renderer = NULL;
ImGuiIO* pio = NULL;
 
SDL_Texture* my_texture;
int my_image_width, my_image_height;
 
bool LoadTextureFromMemory(const void* data, size_t data_size, SDL_Renderer* renderer, SDL_Texture** out_texture, int* out_width, int* out_height)
{
    int image_width = 0;
    int image_height = 0;
    int channels = 4;
    unsigned char* image_data = stbi_load_from_memory((const unsigned char*)data, (int)data_size, &image_width, &image_height, NULL4);
    if (image_data == nullptr)
    {
        fprintf(stderr, "Failed to load image: %s\n", stbi_failure_reason());
        return false;
    }
 
    SDL_Surface* surface = SDL_CreateSurfaceFrom(image_width, image_height, SDL_PIXELFORMAT_RGBA32, (void*)image_data, channels * image_width);
    if (surface == nullptr)
    {
        fprintf(stderr, "Failed to create SDL surface: %s\n", SDL_GetError());
        return false;
    }
 
    SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, surface);
    if (texture == nullptr)
        fprintf(stderr, "Failed to create SDL texture: %s\n", SDL_GetError());
 
    *out_texture = texture;
    *out_width = image_width;
    *out_height = image_height;
 
    SDL_DestroySurface(surface);
    stbi_image_free(image_data);
 
    return true;
}
 
// Open and read a file, then forward to LoadTextureFromMemory()
bool LoadTextureFromFile(const char* file_name, SDL_Renderer* renderer, SDL_Texture** out_texture, int* out_width, int* out_height)
{
    FILE* f = fopen(file_name, "rb");
    if (f == NULL)
        return false;
    fseek(f, 0, SEEK_END);
    size_t file_size = (size_t)ftell(f);
    if (file_size == -1)
        return false;
    fseek(f, 0, SEEK_SET);
    void* file_data = IM_ALLOC(file_size);
    fread(file_data, 1, file_size, f);
    fclose(f);
    bool ret = LoadTextureFromMemory(file_data, file_size, renderer, out_texture, out_width, out_height);
    IM_FREE(file_data);
    return ret;
}
 
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example Renderer Clear""1.0""com.example.renderer-clear");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    if (!SDL_CreateWindowAndRenderer("examples/renderer/clear"6404800&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    // Setup Dear ImGui context
    IMGUI_CHECKVERSION();
    ImGui::CreateContext();
    ImGuiIO& io = ImGui::GetIO(); (void)io;
    // (void)io는 의미 없는 명령.  just to avoid compiler warning on unused variable
    pio = &io;
    // io가 SDL_AppIterate()에서 사용되기 때문에 전역 포인터 변수 pio에 대입.
    io.ConfigFlags |= ImGuiConfigFlags_NavEnableKeyboard;     // Enable Keyboard Controls
    //io.ConfigFlags |= ImGuiConfigFlags_NavEnableGamepad;      // Enable Gamepad Controls
 
    // Setup Dear ImGui style
    //ImGui::StyleColorsDark();
    ImGui::StyleColorsLight();
 
    // Setup Platform/Renderer backends
    ImGui_ImplSDL3_InitForSDLRenderer(window, renderer);
    ImGui_ImplSDLRenderer3_Init(renderer);
 
    // Load our texture after initialising SDL
    bool ret = LoadTextureFromFile("palvin.jpg", renderer, &my_texture, &my_image_width, &my_image_height);
    IM_ASSERT(ret);
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    // Poll and handle events (inputs, window resize, etc.)
    // You can read the io.WantCaptureMouse, io.WantCaptureKeyboard flags to tell if dear imgui wants to use your inputs.
    // - When io.WantCaptureMouse is true, do not dispatch mouse input data to your main application, or clear/overwrite your copy of the mouse data.
    // - When io.WantCaptureKeyboard is true, do not dispatch keyboard input data to your main application, or clear/overwrite your copy of the keyboard data.
    // Generally you may always pass all inputs to dear imgui, and hide them from your application based on those two flags.
    ImGui_ImplSDL3_ProcessEvent(event);
 
    switch (event->type) {
    case SDL_EVENT_QUIT:
        return SDL_APP_SUCCESS;
    case SDL_EVENT_KEY_DOWN:
        printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
        if (event->key.key == SDLK_ESCAPE)
            return SDL_APP_SUCCESS;
        break;
    default:
        break;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppIterate(void* appstate)
{
    // Start the Dear ImGui frame
    ImGui_ImplSDLRenderer3_NewFrame();
    ImGui_ImplSDL3_NewFrame();
    ImGui::NewFrame();
 
    // Show a simple window that we create ourselves. We use a Begin/End pair to create a named window.
    {
        static float f = 0.0f;
        static int counter = 0;
 
        ImGui::Begin("Hello, world!"); // Create a window called "Hello, world!" and append into it.
        ImGui::Text("This is some useful text."); // Display some text (you can use a format strings too)
        if (ImGui::Button("Button")) // Buttons return true when clicked (most widgets return true when edited/activated)
            counter++;
        ImGui::SameLine();
        ImGui::Text("counter = %d", counter);
        ImGui::Text("Application average %.3f ms/frame (%.1f FPS)"1000.0f / pio->Framerate, pio->Framerate);
        ImGui::End();
    }
    // 윈도우 없이 위치가 고정된 이미지 생성하기.
    {
        ImGui::Begin("No Window"0, ImGuiWindowFlags_NoBackground | ImGuiWindowFlags_NoDecoration | ImGuiWindowFlags_NoBringToFrontOnFocus | ImGuiWindowFlags_NoInputs);
        ImGui::SetWindowPos(ImVec2(00));
        ImGui::Text("pointer = %p", my_texture);
        ImGui::Text("size = %d x %d", my_image_width, my_image_height);
        ImGui::Image((ImTextureID)(intptr_t)my_texture, ImVec2((float)my_image_width, (float)my_image_height));
        ImGui::End();
    }
 
    // Rendering
    ImGui::Render();
 
    SDL_SetRenderDrawColor(renderer, 255255255, SDL_ALPHA_OPAQUE);
    SDL_RenderClear(renderer);
    ImGui_ImplSDLRenderer3_RenderDrawData(ImGui::GetDrawData(), renderer);
    SDL_RenderPresent(renderer);
 
    return SDL_APP_CONTINUE;
}
 
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
    // Cleanup    
    ImGui_ImplSDLRenderer3_Shutdown();
    ImGui_ImplSDL3_Shutdown();
    ImGui::DestroyContext();
 
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}
 

 

 

실행하면 이미지가 표시된다.

 

반응형
Posted by J-sean
:
반응형

2024.01.22 - [C, C++] - [SDL] Simple DirectMedia Layer Setup and Getting Started - SDL 설정 및 초기화

 

SDL3를 사용해 보자.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
/*
 * This example code creates an SDL window and renderer, and then clears the
 * window to a different color every frame, so you'll effectively get a window
 * that's smoothly fading between colors.
 *
 * 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;
 
/* This function runs once at startup. */
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example Renderer Clear""1.0""com.example.renderer-clear");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    if (!SDL_CreateWindowAndRenderer("examples/renderer/clear"6404800&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        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 double now = ((double)SDL_GetTicks()) / 1000.0;  /* convert from milliseconds to seconds. */
    /* choose the color for the frame we will draw. 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));
    SDL_SetRenderDrawColorFloat(renderer, red, green, blue, SDL_ALPHA_OPAQUE_FLOAT);  /* new color, full alpha. */
 
    /* clear the window to the draw color. */
    SDL_RenderClear(renderer);
 
    /* put the newly-cleared rendering on the screen. */
    SDL_RenderPresent(renderer);
 
    return SDL_APP_CONTINUE;  /* carry on with the program! */
}
 
/* This function runs once at shutdown. */
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
    /* SDL will clean up the window/renderer for us. */
}
 

 

 

 

키보드 입력

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
 
static SDL_Window* window = NULL;
static SDL_Renderer* renderer = NULL;
 
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example Renderer Clear""1.0""com.example.renderer-clear");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    if (!SDL_CreateWindowAndRenderer("examples/renderer/clear"6404800&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    switch (event->type) {
    case SDL_EVENT_QUIT:
        return SDL_APP_SUCCESS;
    case SDL_EVENT_KEY_DOWN:
        printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
        if (event->key.key == SDLK_ESCAPE)
            return SDL_APP_SUCCESS;
        break;
    default:
        break;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppIterate(void* appstate)
{
    SDL_SetRenderDrawColor(renderer, 255255255, SDL_ALPHA_OPAQUE);
    SDL_RenderClear(renderer);
    SDL_RenderPresent(renderer);
 
    return SDL_APP_CONTINUE;
}
 
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
}
 

 

 

 

윈도우 핸들 구하기

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
#define SDL_MAIN_USE_CALLBACKS 1
#include <SDL3/SDL.h>
#include <SDL3/SDL_main.h>
#include <stdio.h>
#include <Windows.h>
 
static SDL_Window* window = NULL;
static SDL_Renderer* renderer = NULL;
 
SDL_AppResult SDL_AppInit(void** appstate, int argc, char* argv[])
{
    SDL_SetAppMetadata("Example Renderer Clear""1.0""com.example.renderer-clear");
 
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        SDL_Log("Couldn't initialize SDL: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    if (!SDL_CreateWindowAndRenderer("examples/renderer/clear"6404800&window, &renderer)) {
        SDL_Log("Couldn't create window/renderer: %s", SDL_GetError());
        return SDL_APP_FAILURE;
    }
 
    SDL_PropertiesID prop = SDL_GetWindowProperties(window);
    HWND hwnd = (HWND)SDL_GetPointerProperty(prop, SDL_PROP_WINDOW_WIN32_HWND_POINTER, NULL);
    if (hwnd)
        printf("Window handle: %p", hwnd);
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppEvent(void* appstate, SDL_Event* event)
{
    switch (event->type) {
    case SDL_EVENT_QUIT:
        return SDL_APP_SUCCESS;
    case SDL_EVENT_KEY_DOWN:
        printf("Key pressed: %s\n", SDL_GetKeyName(event->key.key));
        if (event->key.key == SDLK_ESCAPE)
            return SDL_APP_SUCCESS;
        break;
    default:
        break;
    }
 
    return SDL_APP_CONTINUE;
}
 
SDL_AppResult SDL_AppIterate(void* appstate)
{
    SDL_SetRenderDrawColor(renderer, 255255255, SDL_ALPHA_OPAQUE);
    SDL_RenderClear(renderer);
    SDL_RenderPresent(renderer);
 
    return SDL_APP_CONTINUE;
}
 
void SDL_AppQuit(void* appstate, SDL_AppResult result)
{
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
}
 

 

 

 

반응형
Posted by J-sean
:
반응형

SDL에 2D 카메라를 만들어 보자.

 

character.bmp
0.00MB
shop.bmp
0.03MB

 

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
#include "SDL.h"
 
class Camera {
public:
    int m_width;
    int m_height;
    int m_cameraBorder;
    int m_target_width;
    int m_target_height;
    float m_x, m_y;
    SDL_Texture* m_targetTexture;
public:
    Camera(SDL_Renderer* renderer, int width, int height, int border, SDL_BlendMode mode) {
        m_width = width;
        m_height = height;
        m_cameraBorder = border;
        m_target_width = width + border * 2;
        m_target_height = height + border * 2;
        m_x = 0;
        m_y = 0;
        m_targetTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET,
            m_target_width, m_target_height);
        SDL_SetTextureBlendMode(m_targetTexture, mode);
    }
    void Draw(SDL_Renderer* renderer, int windowHeight) {
        float pixel_h = (float)windowHeight / m_height;
        float correction_x = (int)m_x - m_x;
        float correction_y = (int)m_y - m_y;
        SDL_Rect dst = { (int)(correction_x * pixel_h - pixel_h * m_cameraBorder),
            (int)(correction_y * pixel_h - pixel_h * m_cameraBorder),
            (int)(m_target_width * pixel_h),
            (int)(m_target_height * pixel_h) };
        SDL_RenderCopy(renderer, m_targetTexture, NULL&dst);
    }
    void Update(int xDirection, int yDirection) {
        m_x += 0.5f * xDirection;
        m_y += 0.5f * yDirection;
    }
    void CameraReset(SDL_Renderer* renderer, int width, int height, int border, SDL_BlendMode mode) {
        m_width = width;
        m_height = height;
        m_cameraBorder = border;
        m_target_width = width + border * 2;
        m_target_height = height + border * 2;
        SDL_DestroyTexture(m_targetTexture);
        m_targetTexture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA32, SDL_TEXTUREACCESS_TARGET,
            m_target_width, m_target_height);
        SDL_SetTextureBlendMode(m_targetTexture, mode);
    }
    ~Camera() {
        SDL_DestroyTexture(m_targetTexture);
    }
};
 
class Sprite {
public:
    int width;
    int height;
    float m_destX, m_destY;
    SDL_Surface* surface;
    SDL_Texture* texture;
public:
    Sprite(SDL_Renderer* renderer, const char* filename) {
        surface = SDL_LoadBMP(filename);
        width = surface->w;
        height = surface->h;
        m_destX = 0;
        m_destY = 0;
        texture = SDL_CreateTextureFromSurface(renderer, surface);
        SDL_FreeSurface(surface);
    }
    void DrawSprite(SDL_Renderer* renderer, Camera* camera, int x, int y) {
        SDL_Rect destRect = { (int)(m_destX - camera->m_x) + camera->m_cameraBorder + x,
                (int)(m_destY - camera->m_y) + camera->m_cameraBorder + y,
                width, height };
 
        SDL_RenderCopy(renderer, texture, NULL&destRect);
    }
    ~Sprite() {
        SDL_DestroyTexture(texture);
    }
};
 
int main(int argc, char** argv) {
    const int Window_Width = 640;
    const int Window_Height = 480;
 
    SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
    SDL_Window* window = SDL_CreateWindow("SDL Simple Camera", SDL_WINDOWPOS_CENTERED,
        SDL_WINDOWPOS_CENTERED, Window_Width, Window_Height, SDL_WINDOW_RESIZABLE);
    SDL_assert(window);
 
    SDL_SetHint(SDL_HINT_RENDER_BATCHING, "1");
    SDL_Renderer* renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED |
        SDL_RENDERER_PRESENTVSYNC);
    SDL_assert(renderer);
 
    // Init
    Camera camera = Camera(renderer, 1601201, SDL_BLENDMODE_BLEND);
    SDL_assert(camera.m_targetTexture);
    Sprite shopSprite = Sprite(renderer, "shop.bmp");
    Sprite characterSprite = Sprite(renderer, "character.bmp");
 
    int xDirection = 0;
    int yDirection = 0;
 
    SDL_Event event;
    bool quit = false;
 
    while (!quit) {
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_QUIT:
                quit = true;
                break;
            case SDL_KEYDOWN:
                if (event.key.keysym.sym == SDLK_ESCAPE)
                    quit = true;
                if (event.key.keysym.sym == SDLK_LEFT)
                    xDirection = -1;
                if (event.key.keysym.sym == SDLK_RIGHT)
                    xDirection = 1;
                if (event.key.keysym.sym == SDLK_UP)
                    yDirection = -1;
                if (event.key.keysym.sym == SDLK_DOWN)
                    yDirection = 1;
                if (event.key.keysym.sym == SDLK_r)
                    camera.CameraReset(renderer, 1601201, SDL_BLENDMODE_BLEND);
                if (event.key.keysym.sym == SDLK_e)
                    camera.CameraReset(renderer, 6404801, SDL_BLENDMODE_BLEND);
                break;
 
            default:
                xDirection = 0;
                yDirection = 0;
                break;
            }
        }
        camera.Update(xDirection, yDirection);
 
        // Camera target
        SDL_SetRenderTarget(renderer, camera.m_targetTexture);
        SDL_SetRenderDrawColor(renderer, 0000xFF);
        SDL_RenderClear(renderer);
 
        // Draw Sprite
        shopSprite.DrawSprite(renderer, &camera, 00);
        characterSprite.DrawSprite(renderer, &camera, 11666);
 
        // Screen target
        SDL_SetRenderTarget(renderer, NULL);
        SDL_SetRenderDrawColor(renderer, 0x000xFF0x000xFF);
        SDL_RenderClear(renderer);
 
        camera.Draw(renderer, Window_Height);
 
        SDL_RenderPresent(renderer);
    }
 
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
 
    return 0;
}
 

 

코드를 입력하고 빌드한다.

 

실행하면 shop과 character 스프라이트가 표시된다.

 

r, e 키로 해상도를 바꿀 수 있다.

 

방향키로 카메라를 움직일 수 있다.

 

 

※ 참고

Pixel perfect camera in SDL2

 

반응형
Posted by J-sean
:
반응형

오브젝트가 충돌한 포인트를 확인해 보자.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
#include <iostream>
#include "SDL.h"
#include "box2d/box2d.h"
 
class DebugDrawer : public b2Draw
{
public:
    DebugDrawer(SDL_Renderer* renderer) {
        this->renderer = renderer;
    }
private:
    SDL_Renderer* renderer;
    void DrawSolidPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) {}
    void DrawPoint(const b2Vec2& p, float sizeconst b2Color& color) {}
    void DrawPolygon(const b2Vec2* vertices, int32 vertexCount, const b2Color& color) {
        SDL_SetRenderDrawColor(renderer, 25500, SDL_ALPHA_OPAQUE);
        SDL_FRect* rect = new SDL_FRect{ vertices[0].x, vertices[0].y, vertices[1].x
            - vertices[0].x, vertices[3].y - vertices[0].y };
        SDL_RenderDrawRectF(renderer, rect);
    }
    void DrawCircle(const b2Vec2& center, float radius, const b2Color& color) {}
    void DrawSolidCircle(const b2Vec2& center, float radius, const b2Vec2& axis, const b2Color& color) {}
    void DrawSegment(const b2Vec2& p1, const b2Vec2& p2, const b2Color& color) {}
    void DrawTransform(const b2Transform& xf) {}
};
 
int main(int argc, char* argv[]) {
    SDL_Init(SDL_INIT_VIDEO);
    SDL_Window* window = SDL_CreateWindow("SDL Test", SDL_WINDOWPOS_UNDEFINED,
        SDL_WINDOWPOS_UNDEFINED, 640480, SDL_WINDOW_RESIZABLE);
    SDL_Renderer* renderer = SDL_CreateRenderer(window, -10);
    SDL_Surface* playerSurface = SDL_LoadBMP("player.bmp");
    SDL_Texture* texture = SDL_CreateTextureFromSurface(renderer, playerSurface);
 
    // World 정의
    b2Vec2 gravity(0.0f, 9.8f);
    b2World world(gravity);
 
    // DebugDraw 정의
    DebugDrawer* debugDrawer = new DebugDrawer(renderer);
    debugDrawer->SetFlags(b2Draw::e_shapeBit | b2Draw::e_jointBit |
        b2Draw::e_centerOfMassBit | b2Draw::e_aabbBit | b2Draw::e_pairBit);
    world.SetDebugDraw(debugDrawer);
 
    // Player 정의
    b2BodyDef playerBodyDef;
    playerBodyDef.type = b2_dynamicBody;
    playerBodyDef.position.Set(0.0f, 0.0f);
    playerBodyDef.linearVelocity = b2Vec2(50.0f, 0.0f);
    playerBodyDef.angularVelocity = 0.2f;
    b2Body* playerBody = world.CreateBody(&playerBodyDef);
    b2PolygonShape dynamicBox;
    dynamicBox.SetAsBox((float)playerSurface->/ 2, (float)playerSurface->/ 2);
    b2FixtureDef fixtureDef;
    fixtureDef.shape = &dynamicBox;
    fixtureDef.density = 1.0f;
    fixtureDef.friction = 0.3f;
    fixtureDef.restitution = 0.5f;
    playerBody->CreateFixture(&fixtureDef);
 
    // Ground 정의
    b2BodyDef groundBodyDef;
    groundBodyDef.position.Set(0.0f, 400.0f);
    b2Body* groundBody = world.CreateBody(&groundBodyDef);
    b2PolygonShape groundBox;
    groundBox.SetAsBox(500.0f, 0.0f);
    SDL_Rect groundRect = { 040050010 };
    groundBody->CreateFixture(&groundBox, 0.0f);
 
    // Wall 정의
    b2BodyDef wallBodyDef;
    wallBodyDef.position.Set(300.0f, 0.0f);
    b2Body* wallBody = world.CreateBody(&wallBodyDef);
    b2PolygonShape wallBox;
    wallBox.SetAsBox(0.0f, 480.0f);
    SDL_Rect wallRect = { 300010480 };
    wallBody->CreateFixture(&wallBox, 0.0f);
 
    float timeStep = 1.0f / 500.0f;
    int velocityIterations = 6;
    int positionIterations = 2;
 
    SDL_Event event;
    bool quit = false;
 
    while (!quit) {
        while (SDL_PollEvent(&event)) {
            switch (event.type) {
            case SDL_QUIT:
                quit = true;
                break;
            case SDL_KEYDOWN:
                printf("Key pressed: %s\n", SDL_GetKeyName(event.key.keysym.sym));
                if (event.key.keysym.sym == SDLK_SPACE) {
                    playerBody->SetTransform(b2Vec2(0.0f, 0.0f), 0.0f);
                    playerBody->SetLinearVelocity(b2Vec2(50.0f, 0.0f));
                    playerBody->SetAngularVelocity(0.2f);
                }
                if (event.key.keysym.sym == SDLK_ESCAPE)
                    quit = true;
                break;
 
            default:
                break;
            }
        }
 
        world.Step(timeStep, velocityIterations, positionIterations);
 
        SDL_SetRenderDrawColor(renderer, 255255255, SDL_ALPHA_OPAQUE);
        SDL_RenderClear(renderer);
 
        // Ground 그리기
        SDL_SetRenderDrawColor(renderer, 22014020, SDL_ALPHA_OPAQUE);
        SDL_RenderFillRect(renderer, &groundRect);
 
        // Wall 그리기
        SDL_SetRenderDrawColor(renderer, 646464, SDL_ALPHA_OPAQUE);
        SDL_RenderFillRect(renderer, &wallRect);
 
        // Player 그리기        
        b2Vec2 playerPosition = playerBody->GetPosition();
        SDL_Rect destRect = { (int)playerPosition.x - playerSurface->/ 2,
            (int)playerPosition.y - playerSurface->/ 2, playerSurface->w, playerSurface->h };
        SDL_RendererFlip flip = SDL_FLIP_NONE;
        float angle = playerBody->GetAngle() * (180 / (float)M_PI);
        SDL_RenderCopyEx(renderer, texture, NULL&destRect, angle, NULL, flip);
 
        // DebugDraw 그리기
        world.DebugDraw();
 
        // 가장 마지막에 contact point 그리기
        SDL_SetRenderDrawColor(renderer, 02550, SDL_ALPHA_OPAQUE);
        for (b2Contact* contact = world.GetContactList(); contact; contact = contact->GetNext()) {
            for (int i = 0; i < contact->GetManifold()->pointCount; i++)
            {
                b2Vec2 point = contact->GetFixtureA()->GetBody()->GetWorldPoint(
                    contact->GetManifold()->points[i].localPoint);
                SDL_FRect rect = { point.x - 5, point.y - 51010 };
                SDL_RenderFillRectF(renderer, &rect);
            }
        }
        // A very important point to note if you do this, is that the existence of a contact in these
        // lists does not mean that the two fixtures of the contact are actually touching - it only means
        // their AABBs are touching. If you want to know if the fixtures themselves are really touching
        // you can use IsTouching() to check.
 
        SDL_RenderPresent(renderer);
    }
 
    delete debugDrawer;
 
    SDL_DestroyTexture(texture);
    SDL_FreeSurface(playerSurface);
    SDL_DestroyRenderer(renderer);
    SDL_DestroyWindow(window);
    SDL_Quit();
 
    return 0;
}
 

 

코드를 입력하고 빌드한다.

 

충돌 포인트가 녹색 사각형으로 표시된다.

 

완전히 멈추면 두 개의 포인트가 표시된다.

 

 

이제 검은색으로 법선 벡터 그리는 코드를 추가하자.

 

1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
// 가장 마지막에 contact point & 법선 벡터 그리기
for (b2Contact* contact = world.GetContactList(); contact; contact = contact->GetNext()) {
    for (int i = 0; i < contact->GetManifold()->pointCount; i++)
    {
        b2Vec2 point = contact->GetFixtureA()->GetBody()->GetWorldPoint(
            contact->GetManifold()->points[i].localPoint);
        SDL_FRect rect = { point.x - 5, point.y - 51010 };
        SDL_SetRenderDrawColor(renderer, 02550, SDL_ALPHA_OPAQUE);
        SDL_RenderFillRectF(renderer, &rect);
 
        SDL_SetRenderDrawColor(renderer, 000, SDL_ALPHA_OPAQUE);
        SDL_RenderDrawLineF(renderer, point.x, point.y,
            point.x + contact->GetManifold()->localNormal.x * 20, point.y + contact->GetManifold()->localNormal.y * 20);
    }
}
// A very important point to note if you do this, is that the existence of a contact in these
// lists does not mean that the two fixtures of the contact are actually touching - it only means
// their AABBs are touching. If you want to know if the fixtures themselves are really touching
// you can use IsTouching() to check.
 

 

코드를 수정하고 빌드한다.

 

녹색 충돌 포인트 위에 검은색 법선 벡터가 그려진다.

 

 

 

속도(velocity) 벡터는 아래와 같은 코드로 표시할 수 있다.

 

1
2
3
4
SDL_SetRenderDrawColor(renderer, 25500, SDL_ALPHA_OPAQUE);
b2Vec2 position = playerBody->GetPosition();
SDL_RenderDrawLineF(renderer, position.x, position.y,
    position.x + playerBody->GetLinearVelocity().x * 10, position.y + playerBody->GetLinearVelocity().y * 10);
 

 

 

 

 

※ 참고

Box2D b2ContactListener

 

반응형
Posted by J-sean
: