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📄 testpalette.c

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/* * testpalette.c * * A simple test of runtime palette modification for animation * (using the SDL_SetPalette() API).  */#include <stdio.h>#include <stdlib.h>#include <string.h>#include <math.h>/* This isn't in the Windows headers */#ifndef M_PI#define M_PI	3.14159265358979323846#endif#include <SDL.h>/* screen size */#define SCRW 640#define SCRH 480#define NBOATS 5#define SPEED 2#ifndef MIN#define MIN(a, b) ((a) < (b) ? (a) : (b))#endif#ifndef MAX#define MAX(a, b) ((a) > (b) ? (a) : (b))#endif/* * wave colours: Made by taking a narrow cross-section of a wave picture * in Gimp, saving in PPM ascii format and formatting with Emacs macros. */static SDL_Color wavemap[] = {    {0,2,103}, {0,7,110}, {0,13,117}, {0,19,125},    {0,25,133}, {0,31,141}, {0,37,150}, {0,43,158},    {0,49,166}, {0,55,174}, {0,61,182}, {0,67,190},    {0,73,198}, {0,79,206}, {0,86,214}, {0,96,220},    {5,105,224}, {12,112,226}, {19,120,227}, {26,128,229},    {33,135,230}, {40,143,232}, {47,150,234}, {54,158,236},    {61,165,238}, {68,173,239}, {75,180,241}, {82,188,242},    {89,195,244}, {96,203,246}, {103,210,248}, {112,218,250},    {124,224,250}, {135,226,251}, {146,229,251}, {156,231,252},    {167,233,252}, {178,236,252}, {189,238,252}, {200,240,252},    {211,242,252}, {222,244,252}, {233,247,252}, {242,249,252},    {237,250,252}, {209,251,252}, {174,251,252}, {138,252,252},    {102,251,252}, {63,250,252}, {24,243,252}, {7,225,252},    {4,203,252}, {3,181,252}, {2,158,252}, {1,136,251},    {0,111,248}, {0,82,234}, {0,63,213}, {0,50,192},    {0,39,172}, {0,28,152}, {0,17,132}, {0,7,114}};static void sdlerr(char *when){    fprintf(stderr, "SDL error: %s: %s\n", when, SDL_GetError());    exit(1);}/* create a background surface */static SDL_Surface *make_bg(SDL_Surface *screen, int startcol){    int i;    SDL_Surface *bg = SDL_CreateRGBSurface(SDL_SWSURFACE, screen->w, screen->h,					   8, 0, 0, 0, 0);    if(!bg)	sdlerr("creating background surface");    /* set the palette to the logical screen palette so that blits       won't be translated */    SDL_SetColors(bg, screen->format->palette->colors, 0, 256);    /* Make a wavy background pattern using colours 0-63 */    if(SDL_LockSurface(bg) < 0)	sdlerr("locking background");    for(i = 0; i < SCRH; i++) {	Uint8 *p = (Uint8 *)bg->pixels + i * bg->pitch;	int j, d;	d = 0;	for(j = 0; j < SCRW; j++) {	    int v = MAX(d, -2);	    v = MIN(v, 2);	    if(i > 0)		v += p[-bg->pitch] + 65 - startcol;	    p[j] = startcol + (v & 63);	    d += ((rand() >> 3) % 3) - 1;	}    }    SDL_UnlockSurface(bg);    return(bg);}/* * Return a surface flipped horisontally. Only works for 8bpp; * extension to arbitrary bitness is left as an exercise for the reader. */static SDL_Surface *hflip(SDL_Surface *s){    int i;    SDL_Surface *z = SDL_CreateRGBSurface(SDL_SWSURFACE, s->w, s->h, 8,					  0, 0, 0, 0);    /* copy palette */    SDL_SetColors(z, s->format->palette->colors,		  0, s->format->palette->ncolors);    if(SDL_LockSurface(s) < 0 || SDL_LockSurface(z) < 0)	sdlerr("locking flip images");    for(i = 0; i < s->h; i++) {	int j;	Uint8 *from = (Uint8 *)s->pixels + i * s->pitch;	Uint8 *to = (Uint8 *)z->pixels + i * z->pitch + s->w - 1;	for(j = 0; j < s->w; j++)	    to[-j] = from[j];    }    SDL_UnlockSurface(z);    SDL_UnlockSurface(s);    return z;}int main(int argc, char **argv){    SDL_Color cmap[256];    SDL_Surface *screen;    SDL_Surface *bg;    SDL_Surface *boat[2];    unsigned vidflags = 0;    unsigned start;    int fade_max = 400;    int fade_level, fade_dir;    int boatcols, frames, i, red;    int boatx[NBOATS], boaty[NBOATS], boatdir[NBOATS];    int gamma_fade = 0;    int gamma_ramp = 0;    if(SDL_Init(SDL_INIT_VIDEO) < 0)	sdlerr("initialising SDL");    atexit(SDL_Quit);    while(--argc) {	++argv;	if(strcmp(*argv, "-hw") == 0)	    vidflags |= SDL_HWSURFACE;	else if(strcmp(*argv, "-fullscreen") == 0)	    vidflags |= SDL_FULLSCREEN;	else if(strcmp(*argv, "-nofade") == 0)	    fade_max = 1;	else if(strcmp(*argv, "-gamma") == 0)	    gamma_fade = 1;	else if(strcmp(*argv, "-gammaramp") == 0)	    gamma_ramp = 1;	else {	    fprintf(stderr,		    "usage: testpalette "		    " [-hw] [-fullscreen] [-nofade] [-gamma] [-gammaramp]\n");	    return 1;	}    }    /* Ask explicitly for 8bpp and a hardware palette */    if(!(screen = SDL_SetVideoMode(SCRW, SCRH, 8, vidflags | SDL_HWPALETTE))) {	fprintf(stderr, "error setting %dx%d 8bpp indexed mode: %s\n",		SCRW, SCRH, SDL_GetError());	return 1;    }    if(!(boat[0] = SDL_LoadBMP("sail.bmp")))	sdlerr("loading sail.bmp");    /* We've chosen magenta (#ff00ff) as colour key for the boat */    SDL_SetColorKey(boat[0], SDL_SRCCOLORKEY | SDL_RLEACCEL,		    SDL_MapRGB(boat[0]->format, 0xff, 0x00, 0xff));    boatcols = boat[0]->format->palette->ncolors;    boat[1] = hflip(boat[0]);    SDL_SetColorKey(boat[1], SDL_SRCCOLORKEY | SDL_RLEACCEL,		    SDL_MapRGB(boat[1]->format, 0xff, 0x00, 0xff));    /*     * First set the physical screen palette to black, so the user won't     * see our initial drawing on the screen.     */    memset(cmap, 0, sizeof(cmap));    SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, 256);    /*     * Proper palette management is important when playing games with the     * colormap. We have divided the palette as follows:     *     * index 0..(boatcols-1):		used for the boat     * index boatcols..(boatcols+63):	used for the waves     */    SDL_SetPalette(screen, SDL_LOGPAL,		   boat[0]->format->palette->colors, 0, boatcols);    SDL_SetPalette(screen, SDL_LOGPAL, wavemap, boatcols, 64);    /*     * Now the logical screen palette is set, and will remain unchanged.     * The boats already have the same palette so fast blits can be used.     */    memcpy(cmap, screen->format->palette->colors, 256 * sizeof(SDL_Color));    /* save the index of the red colour for later */    red = SDL_MapRGB(screen->format, 0xff, 0x00, 0x00);    bg = make_bg(screen, boatcols); /* make a nice wavy background surface */    /* initial screen contents */    if(SDL_BlitSurface(bg, NULL, screen, NULL) < 0)	sdlerr("blitting background to screen");    SDL_Flip(screen);		/* actually put the background on screen */    /* determine initial boat placements */    for(i = 0; i < NBOATS; i++) {	boatx[i] = (rand() % (SCRW + boat[0]->w)) - boat[0]->w;	boaty[i] = i * (SCRH - boat[0]->h) / (NBOATS - 1);	boatdir[i] = ((rand() >> 5) & 1) * 2 - 1;    }    start = SDL_GetTicks();    frames = 0;    fade_dir = 1;    fade_level = 0;    do {	SDL_Event e;	SDL_Rect updates[NBOATS];	SDL_Rect r;	int redphase;	/* A small event loop: just exit on any key or mouse button event */	while(SDL_PollEvent(&e)) {	    if(e.type == SDL_KEYDOWN || e.type == SDL_QUIT	       || e.type == SDL_MOUSEBUTTONDOWN) {		if(fade_dir < 0)		    fade_level = 0;		fade_dir = -1;	    }	}	/* move boats */	for(i = 0; i < NBOATS; i++) {	    int old_x = boatx[i];	    /* update boat position */	    boatx[i] += boatdir[i] * SPEED;	    if(boatx[i] <= -boat[0]->w || boatx[i] >= SCRW)		boatdir[i] = -boatdir[i];	    /* paint over the old boat position */	    r.x = old_x;	    r.y = boaty[i];	    r.w = boat[0]->w;	    r.h = boat[0]->h;	    if(SDL_BlitSurface(bg, &r, screen, &r) < 0)		sdlerr("blitting background");	    /* construct update rectangle (bounding box of old and new pos) */	    updates[i].x = MIN(old_x, boatx[i]);	    updates[i].y = boaty[i];	    updates[i].w = boat[0]->w + SPEED;	    updates[i].h = boat[0]->h;	    /* clip update rectangle to screen */	    if(updates[i].x < 0) {		updates[i].w += updates[i].x;		updates[i].x = 0;	    }	    if(updates[i].x + updates[i].w > SCRW)		updates[i].w = SCRW - updates[i].x;	}	for(i = 0; i < NBOATS; i++) {	    /* paint boat on new position */	    r.x = boatx[i];	    r.y = boaty[i];	    if(SDL_BlitSurface(boat[(boatdir[i] + 1) / 2], NULL,			       screen, &r) < 0)		sdlerr("blitting boat");	}	/* cycle wave palette */	for(i = 0; i < 64; i++)	    cmap[boatcols + ((i + frames) & 63)] = wavemap[i];	if(fade_dir) {	    /* Fade the entire palette in/out */	    fade_level += fade_dir;	    if(gamma_fade) {		/* Fade linearly in gamma level (lousy) */		float level = (float)fade_level / fade_max;		if(SDL_SetGamma(level, level, level) < 0)		    sdlerr("setting gamma");	    } else if(gamma_ramp) {		/* Fade using gamma ramp (better) */		Uint16 ramp[256];		for(i = 0; i < 256; i++)		    ramp[i] = (i * fade_level / fade_max) << 8;		if(SDL_SetGammaRamp(ramp, ramp, ramp) < 0)		    sdlerr("setting gamma ramp");	    } else {		/* Fade using direct palette manipulation (best) */		memcpy(cmap, screen->format->palette->colors,		       boatcols * sizeof(SDL_Color));		for(i = 0; i < boatcols + 64; i++) {		    cmap[i].r = cmap[i].r * fade_level / fade_max;		    cmap[i].g = cmap[i].g * fade_level / fade_max;		    cmap[i].b = cmap[i].b * fade_level / fade_max;		}	    }	    if(fade_level == fade_max)		fade_dir = 0;	}	/* pulse the red colour (done after the fade, for a night effect) */	redphase = frames % 64;	cmap[red].r = (int)(255 * sin(redphase * M_PI / 63));	SDL_SetPalette(screen, SDL_PHYSPAL, cmap, 0, boatcols + 64);	/* update changed areas of the screen */	SDL_UpdateRects(screen, NBOATS, updates);	frames++;    } while(fade_level > 0);    printf("%d frames, %.2f fps\n",	   frames, 1000.0 * frames / (SDL_GetTicks() - start));    return 0;}

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