Created
February 27, 2018 06:53
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#include <stdio.h> | |
#include <SDL2/SDL.h> | |
const int WIN_WIDTH = 640; | |
const int WIN_HEIGHT = 480; | |
int main(int argc, char **argv){ | |
if (SDL_Init(SDL_INIT_EVERYTHING) != 0){ | |
printf("SDL_Init failed: %s\n", SDL_GetError()); | |
return 1; | |
} | |
SDL_Window *win = SDL_CreateWindow("Rendering to a texture!", SDL_WINDOWPOS_CENTERED, | |
SDL_WINDOWPOS_CENTERED, WIN_WIDTH, WIN_HEIGHT, 0); | |
SDL_Renderer *renderer = SDL_CreateRenderer(win, -1, | |
SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE); | |
//Make a target texture to render too | |
SDL_Texture *texTarget = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, | |
SDL_TEXTUREACCESS_TARGET, WIN_WIDTH, WIN_HEIGHT); | |
//Now render to the texture | |
for(int l = 0; l < 6000; l++){ | |
SDL_SetRenderTarget(renderer, texTarget); | |
SDL_SetRenderDrawColor(renderer, 0, 0, 0, 255); | |
SDL_RenderClear(renderer); | |
SDL_SetRenderDrawColor(renderer, 255, 255, 255, 255); | |
for(int i = 0; i < 4; i++) | |
for(int j = 0; j < 600; j++) | |
SDL_RenderDrawLine(renderer, i*100, i*100 + j, i*100 + 100, i*100 + 100+ j); | |
//Detach the texture | |
SDL_SetRenderTarget(renderer, NULL); | |
//Now render the texture target to our screen, but upside down | |
//~ SDL_RenderClear(renderer); | |
SDL_RenderCopy(renderer, texTarget, NULL, NULL); | |
//~ SDL_RenderCopyEx(renderer, texTarget, NULL, NULL, 0, NULL, SDL_FLIP_VERTICAL); | |
SDL_RenderPresent(renderer); | |
} | |
SDL_DestroyTexture(texTarget); | |
SDL_DestroyRenderer(renderer); | |
SDL_DestroyWindow(win); | |
SDL_Quit(); | |
return 0; | |
} |
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