examples/renderer/03-lines: Make this less obnoxious to look at.
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2 changed files with 32 additions and 7 deletions
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@ -1,3 +1,3 @@
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This example creates an SDL window and renderer, and then draws a giant
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This example creates an SDL window and renderer, and then draws a something
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pile of lines, in random colors, every frame.
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roughly like a Christmas tree with nothing but lines, every frame.
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/*
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/*
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* This example creates an SDL window and renderer, and then draws some lines,
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* This example creates an SDL window and renderer, and then draws some lines
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* rectangles and points to it every frame.
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* to it every frame.
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*
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*
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* This code is public domain. Feel free to use it for any purpose!
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* This code is public domain. Feel free to use it for any purpose!
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*/
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*/
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@ -43,16 +43,41 @@ SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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/* This function runs once per frame, and is the heart of the program. */
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/* This function runs once per frame, and is the heart of the program. */
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SDL_AppResult SDL_AppIterate(void *appstate)
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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{
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const int num_lines = 5000;
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int i;
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int i;
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/* Lines (line segments, really) are drawn in terms of points: a set of
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X and Y coordinates, one set for each end of the line.
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(0, 0) is the top left of the window, and larger numbers go down
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and to the right. This isn't how geometry works, but this is pretty
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standard in 2D graphics. */
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static const SDL_FPoint line_points[] = {
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{ 100, 354 }, { 220, 230 }, { 140, 230 }, { 320, 100 }, { 500, 230 },
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{ 420, 230 }, { 540, 354 }, { 400, 354 }, { 100, 354 }
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};
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/* as you can see from this, rendering draws over whatever was drawn before it. */
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/* as you can see from this, rendering draws over whatever was drawn before it. */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
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SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); /* black, full alpha */
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SDL_RenderClear(renderer); /* start with a blank canvas. */
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SDL_RenderClear(renderer); /* start with a blank canvas. */
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for (i = 0; i < num_lines; i++) {
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/* You can draw lines, one at a time, like these brown ones... */
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SDL_SetRenderDrawColor(renderer, 127, 49, 32, 255);
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SDL_RenderLine(renderer, 240, 450, 400, 450);
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SDL_RenderLine(renderer, 240, 356, 400, 356);
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SDL_RenderLine(renderer, 240, 356, 240, 450);
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SDL_RenderLine(renderer, 400, 356, 400, 450);
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/* You can also draw a series of connected lines in a single batch... */
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SDL_SetRenderDrawColor(renderer, 0, 255, 0, 255);
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SDL_RenderLines(renderer, line_points, SDL_arraysize(line_points));
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/* here's a bunch of lines drawn out from a center point in a circle. */
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/* we randomize the color of each line, so it functions as animation. */
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for (i = 0; i < 360; i++) {
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const float size = 30.0f;
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const float x = 320.0f;
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const float y = 95.0f - (size / 2.0f);
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SDL_SetRenderDrawColor(renderer, SDL_rand(256), SDL_rand(256), SDL_rand(256), 255);
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SDL_SetRenderDrawColor(renderer, SDL_rand(256), SDL_rand(256), SDL_rand(256), 255);
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SDL_RenderLine(renderer, SDL_rand(640), SDL_rand(480), SDL_rand(640), SDL_rand(480));
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SDL_RenderLine(renderer, x, y, x + SDL_sinf(i) * size, y + SDL_cosf(i) * size);
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}
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}
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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SDL_RenderPresent(renderer); /* put it all on the screen! */
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