81 lines
2.2 KiB
C

/* Example of direct pixel access with SDL. */
#include <SDL/SDL.h>
#include <stdio.h>
#include <stdlib.h>
Uint16 CreateHicolorPixel(SDL_PixelFormat * fmt, Uint8 red,
Uint8 green, Uint8 blue)
{
Uint16 value;
/* This series of bit shifts uses the information from the SDL_Format structure
* to correctly compose a 16-bit pixel value from 8-bit red, green, and blue data
*/
value = ((red >> fmt->Rloss) << fmt->Rshift) +
((green >> fmt->Gloss) << fmt->Gshift) +
((blue >> fmt->Bloss) << fmt->Bshift);
return value;
}
int main()
{
SDL_Surface *screen;
Uint16 *raw_pixels;
int x, y;
/* Initialize SDL's video system and check for errors. */
if (SDL_Init(SDL_INIT_VIDEO) != 0) {
printf("Unable to initialize SDL: %s\n", SDL_GetError());
return 1;
}
atexit(SDL_Quit);
/* Attempt to set a 256x256 hicolor */
screen = SDL_SetVideoMode(256, 256, 16, 0);
if (screen == NULL) {
printf("Unable to set video mode: %s\n", SDL_GetError());
return 1;
}
/* Video memory can be strange, and it's sometimes necessary
* to "lock it before it can be modified, SDL abstracts this
* with the SDL_LockSurface function. */
SDL_LockSurface(screen);
/* Get a pointer to the video surface's memory. */
raw_pixels = (Uint16 *) screen->pixels;
/* We can now safely write to the video surface. We'll draw
* a nice gradient patern by varying our red and blue components
* along the X and Y axes. Notice the forumula used to calculate
* the offset into the framebuffer for each pixel.
* (The pitch is the number of bytes per scanline in memory.) */
for (x=0; x < 256; x++) {
for (y=0; y < 256; y++) {
Uint16 pixel_color;
int offset;
pixel_color = CreateHicolorPixel(screen->format,
x, 0, y);
offset = (screen->pitch /2 * y + x);
raw_pixels[offset] = pixel_color;
}
}
/* We're finished drawing, so unlock the surface. */
SDL_UnlockSurface(screen);
/* Inform SDL that the screen has been chnaged. This is
* necessary because SDL's screen surface is not always the real
* framebuffer; it is sometimes emulated behind the scenes. */
SDL_UpdateRect(screen, 0, 0, 0, 0);
/* Pause for a few seconds as the viewer gasps in awe. */
SDL_Delay(3000);
return 0;
}