testpalette.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:10k
源码类别:
流媒体/Mpeg4/MP4
开发平台:
Visual C++
- /*
- * 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: %sn", 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: %sn",
- 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 fpsn",
- frames, 1000.0 * frames / (SDL_GetTicks() - start));
- return 0;
- }