testalpha.c
资源名称:NETVIDEO.rar [点击查看]
上传用户:sun1608
上传日期:2007-02-02
资源大小:6116k
文件大小:11k
源码类别:
流媒体/Mpeg4/MP4
开发平台:
Visual C++
- /* Simple program: Fill a colormap with gray and stripe it down the screen,
- Then move an alpha valued sprite around the screen.
- */
- #include <stdio.h>
- #include <stdlib.h>
- #include <string.h>
- #include <math.h>
- #include "SDL.h"
- #define FRAME_TICKS (1000/30) /* 30 frames/second */
- /* Create a "light" -- a yellowish surface with variable alpha */
- SDL_Surface *CreateLight(SDL_Surface *screen, int radius)
- {
- Uint8 trans, alphamask;
- int range, addition;
- int xdist, ydist;
- Uint16 x, y;
- Uint16 skip;
- Uint32 pixel;
- SDL_Surface *light;
- #ifdef LIGHT_16BIT
- Uint16 *buf;
- /* Create a 16 (4/4/4/4) bpp square with a full 4-bit alpha channel */
- /* Note: this isn't any faster than a 32 bit alpha surface */
- alphamask = 0x0000000F;
- light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 16,
- 0x0000F000, 0x00000F00, 0x000000F0, alphamask);
- #else
- Uint32 *buf;
- /* Create a 32 (8/8/8/8) bpp square with a full 8-bit alpha channel */
- alphamask = 0x000000FF;
- light = SDL_CreateRGBSurface(SDL_SWSURFACE, 2*radius, 2*radius, 32,
- 0xFF000000, 0x00FF0000, 0x0000FF00, alphamask);
- if ( light == NULL ) {
- fprintf(stderr, "Couldn't create light: %sn", SDL_GetError());
- return(NULL);
- }
- #endif
- /* Fill with a light yellow-orange color */
- skip = light->pitch-(light->w*light->format->BytesPerPixel);
- #ifdef LIGHT_16BIT
- buf = (Uint16 *)light->pixels;
- #else
- buf = (Uint32 *)light->pixels;
- #endif
- /* Get a tranparent pixel value - we'll add alpha later */
- pixel = SDL_MapRGBA(light->format, 0xFF, 0xDD, 0x88, 0);
- for ( y=0; y<light->h; ++y ) {
- for ( x=0; x<light->w; ++x ) {
- *buf++ = pixel;
- }
- buf += skip; /* Almost always 0, but just in case... */
- }
- /* Calculate alpha values for the surface. */
- #ifdef LIGHT_16BIT
- buf = (Uint16 *)light->pixels;
- #else
- buf = (Uint32 *)light->pixels;
- #endif
- for ( y=0; y<light->h; ++y ) {
- for ( x=0; x<light->w; ++x ) {
- /* Slow distance formula (from center of light) */
- xdist = x-(light->w/2);
- ydist = y-(light->h/2);
- range = (int)sqrt(xdist*xdist+ydist*ydist);
- /* Scale distance to range of transparency (0-255) */
- if ( range > radius ) {
- trans = alphamask;
- } else {
- /* Increasing transparency with distance */
- trans = (Uint8)((range*alphamask)/radius);
- /* Lights are very transparent */
- addition = (alphamask+1)/8;
- if ( (int)trans+addition > alphamask ) {
- trans = alphamask;
- } else {
- trans += addition;
- }
- }
- /* We set the alpha component as the right N bits */
- *buf++ |= (255-trans);
- }
- buf += skip; /* Almost always 0, but just in case... */
- }
- /* Enable RLE acceleration of this alpha surface */
- SDL_SetAlpha(light, SDL_SRCALPHA|SDL_RLEACCEL, 0);
- /* We're done! */
- return(light);
- }
- static Uint32 flashes = 0;
- static Uint32 flashtime = 0;
- void FlashLight(SDL_Surface *screen, SDL_Surface *light, int x, int y)
- {
- SDL_Rect position;
- Uint32 ticks1;
- Uint32 ticks2;
- /* Easy, center light */
- position.x = x-(light->w/2);
- position.y = y-(light->h/2);
- position.w = light->w;
- position.h = light->h;
- ticks1 = SDL_GetTicks();
- SDL_BlitSurface(light, NULL, screen, &position);
- ticks2 = SDL_GetTicks();
- SDL_UpdateRects(screen, 1, &position);
- ++flashes;
- /* Update time spend doing alpha blitting */
- flashtime += (ticks2-ticks1);
- }
- static int sprite_visible = 0;
- static SDL_Surface *sprite;
- static SDL_Surface *backing;
- static SDL_Rect position;
- static int x_vel, y_vel;
- static int alpha_vel;
- int LoadSprite(SDL_Surface *screen, char *file)
- {
- SDL_Surface *converted;
- /* Load the sprite image */
- sprite = SDL_LoadBMP(file);
- if ( sprite == NULL ) {
- fprintf(stderr, "Couldn't load %s: %s", file, SDL_GetError());
- return(-1);
- }
- /* Set transparent pixel as the pixel at (0,0) */
- if ( sprite->format->palette ) {
- SDL_SetColorKey(sprite, SDL_SRCCOLORKEY,
- *(Uint8 *)sprite->pixels);
- }
- /* Convert sprite to video format */
- converted = SDL_DisplayFormat(sprite);
- SDL_FreeSurface(sprite);
- if ( converted == NULL ) {
- fprintf(stderr, "Couldn't convert background: %sn",
- SDL_GetError());
- return(-1);
- }
- sprite = converted;
- /* Create the background */
- backing = SDL_CreateRGBSurface(SDL_SWSURFACE, sprite->w, sprite->h, 8,
- 0, 0, 0, 0);
- if ( backing == NULL ) {
- fprintf(stderr, "Couldn't create background: %sn",
- SDL_GetError());
- SDL_FreeSurface(sprite);
- return(-1);
- }
- /* Convert background to video format */
- converted = SDL_DisplayFormat(backing);
- SDL_FreeSurface(backing);
- if ( converted == NULL ) {
- fprintf(stderr, "Couldn't convert background: %sn",
- SDL_GetError());
- SDL_FreeSurface(sprite);
- return(-1);
- }
- backing = converted;
- /* Set the initial position of the sprite */
- position.x = (screen->w-sprite->w)/2;
- position.y = (screen->h-sprite->h)/2;
- position.w = sprite->w;
- position.h = sprite->h;
- x_vel = 0; y_vel = 0;
- alpha_vel = 1;
- /* We're ready to roll. :) */
- return(0);
- }
- void AttractSprite(Uint16 x, Uint16 y)
- {
- x_vel = ((int)x-position.x)/10;
- y_vel = ((int)y-position.y)/10;
- }
- void MoveSprite(SDL_Surface *screen, SDL_Surface *light)
- {
- SDL_Rect updates[2];
- int alpha;
- /* Erase the sprite if it was visible */
- if ( sprite_visible ) {
- updates[0] = position;
- SDL_BlitSurface(backing, NULL, screen, &updates[0]);
- } else {
- updates[0].x = 0; updates[0].y = 0;
- updates[0].w = 0; updates[0].h = 0;
- sprite_visible = 1;
- }
- /* Since the sprite is off the screen, we can do other drawing
- without being overwritten by the saved area behind the sprite.
- */
- if ( light != NULL ) {
- int x, y;
- SDL_GetMouseState(&x, &y);
- FlashLight(screen, light, x, y);
- }
- /* Move the sprite, bounce at the wall */
- position.x += x_vel;
- if ( (position.x < 0) || (position.x >= screen->w) ) {
- x_vel = -x_vel;
- position.x += x_vel;
- }
- position.y += y_vel;
- if ( (position.y < 0) || (position.y >= screen->h) ) {
- y_vel = -y_vel;
- position.y += y_vel;
- }
- /* Update transparency (fade in and out) */
- alpha = sprite->format->alpha;
- if ( (alpha+alpha_vel) < 0 ) {
- alpha_vel = -alpha_vel;
- } else
- if ( (alpha+alpha_vel) > 255 ) {
- alpha_vel = -alpha_vel;
- }
- SDL_SetAlpha(sprite, SDL_SRCALPHA, (Uint8)(alpha+alpha_vel));
- /* Save the area behind the sprite */
- updates[1] = position;
- SDL_BlitSurface(screen, &updates[1], backing, NULL);
- /* Blit the sprite onto the screen */
- updates[1] = position;
- SDL_BlitSurface(sprite, NULL, screen, &updates[1]);
- /* Make it so! */
- SDL_UpdateRects(screen, 2, updates);
- }
- void WarpSprite(SDL_Surface *screen, int x, int y)
- {
- SDL_Rect updates[2];
- /* Erase, move, Draw, update */
- updates[0] = position;
- SDL_BlitSurface(backing, NULL, screen, &updates[0]);
- position.x = x-sprite->w/2; /* Center about X */
- position.y = y-sprite->h/2; /* Center about Y */
- updates[1] = position;
- SDL_BlitSurface(screen, &updates[1], backing, NULL);
- updates[1] = position;
- SDL_BlitSurface(sprite, NULL, screen, &updates[1]);
- SDL_UpdateRects(screen, 2, updates);
- }
- int main(int argc, char *argv[])
- {
- const SDL_VideoInfo *info;
- SDL_Surface *screen;
- Uint8 video_bpp;
- Uint32 videoflags;
- Uint8 *buffer;
- int i, done;
- SDL_Event event;
- SDL_Surface *light;
- int mouse_pressed;
- Uint32 ticks, lastticks;
- /* Initialize SDL */
- if ( SDL_Init(SDL_INIT_VIDEO) < 0 ) {
- fprintf(stderr, "Couldn't initialize SDL: %sn",SDL_GetError());
- exit(1);
- }
- atexit(SDL_Quit);
- /* Alpha blending doesn't work well at 8-bit color */
- info = SDL_GetVideoInfo();
- if ( info->vfmt->BitsPerPixel > 8 ) {
- video_bpp = info->vfmt->BitsPerPixel;
- } else {
- video_bpp = 16;
- }
- videoflags = SDL_SWSURFACE;
- while ( argc > 1 ) {
- --argc;
- if ( strcmp(argv[argc-1], "-bpp") == 0 ) {
- video_bpp = atoi(argv[argc]);
- --argc;
- } else
- if ( strcmp(argv[argc], "-hw") == 0 ) {
- videoflags |= SDL_HWSURFACE;
- } else
- if ( strcmp(argv[argc], "-warp") == 0 ) {
- videoflags |= SDL_HWPALETTE;
- } else
- if ( strcmp(argv[argc], "-fullscreen") == 0 ) {
- videoflags |= SDL_FULLSCREEN;
- } else {
- fprintf(stderr,
- "Usage: %s [-bpp N] [-warp] [-hw] [-fullscreen]n",
- argv[0]);
- exit(1);
- }
- }
- /* Set 640x480 video mode */
- if ( (screen=SDL_SetVideoMode(640,480,video_bpp,videoflags)) == NULL ) {
- fprintf(stderr, "Couldn't set 640x480x%d video mode: %sn",
- video_bpp, SDL_GetError());
- exit(2);
- }
- /* Set the surface pixels and refresh! */
- if ( SDL_LockSurface(screen) < 0 ) {
- fprintf(stderr, "Couldn't lock the display surface: %sn",
- SDL_GetError());
- exit(2);
- }
- buffer=(Uint8 *)screen->pixels;
- for ( i=0; i<screen->h; ++i ) {
- memset(buffer,(i*255)/screen->h, screen->pitch);
- buffer += screen->pitch;
- }
- SDL_UnlockSurface(screen);
- SDL_UpdateRect(screen, 0, 0, 0, 0);
- /* Create the light */
- light = CreateLight(screen, 82);
- if ( light == NULL ) {
- exit(1);
- }
- /* Load the sprite */
- if ( LoadSprite(screen, "icon.bmp") < 0 ) {
- SDL_FreeSurface(light);
- exit(1);
- }
- /* Set a clipping rectangle to clip the outside edge of the screen */
- { SDL_Rect clip;
- clip.x = 32;
- clip.y = 32;
- clip.w = screen->w-(2*32);
- clip.h = screen->h-(2*32);
- SDL_SetClipRect(screen, &clip);
- }
- /* Wait for a keystroke */
- lastticks = SDL_GetTicks();
- done = 0;
- mouse_pressed = 0;
- while ( !done ) {
- /* Update the frame -- move the sprite */
- if ( mouse_pressed ) {
- MoveSprite(screen, light);
- mouse_pressed = 0;
- } else {
- MoveSprite(screen, NULL);
- }
- /* Slow down the loop to 30 frames/second */
- ticks = SDL_GetTicks();
- if ( (ticks-lastticks) < FRAME_TICKS ) {
- #ifdef CHECK_SLEEP_GRANULARITY
- fprintf(stderr, "Sleeping %d ticksn", FRAME_TICKS-(ticks-lastticks));
- #endif
- SDL_Delay(FRAME_TICKS-(ticks-lastticks));
- #ifdef CHECK_SLEEP_GRANULARITY
- fprintf(stderr, "Slept %d ticksn", (SDL_GetTicks()-ticks));
- #endif
- }
- lastticks = ticks;
- /* Check for events */
- while ( SDL_PollEvent(&event) ) {
- switch (event.type) {
- /* Attract sprite while mouse is held down */
- case SDL_MOUSEMOTION:
- if (event.motion.state != 0) {
- AttractSprite(event.motion.x,
- event.motion.y);
- mouse_pressed = 1;
- }
- break;
- case SDL_MOUSEBUTTONDOWN:
- if ( event.button.button == 1 ) {
- AttractSprite(event.button.x,
- event.button.y);
- mouse_pressed = 1;
- } else {
- SDL_Rect area;
- area.x = event.button.x-16;
- area.y = event.button.y-16;
- area.w = 32;
- area.h = 32;
- SDL_FillRect(screen, &area, 0);
- SDL_UpdateRects(screen,1,&area);
- }
- break;
- case SDL_KEYDOWN:
- /* Any keypress quits the app... */
- case SDL_QUIT:
- done = 1;
- break;
- default:
- break;
- }
- }
- }
- SDL_FreeSurface(light);
- SDL_FreeSurface(sprite);
- SDL_FreeSurface(backing);
- /* Print out some timing information */
- if ( flashes > 0 ) {
- printf("%d alpha blits, ~%4.4f ms per blitn",
- flashes, (float)flashtime/flashes);
- }
- return(0);
- }