# sdl-gpu **Repository Path**: deepvision2021/sdl-gpu ## Basic Information - **Project Name**: sdl-gpu - **Description**: https://github.com/grimfang4/sdl-gpu - **Primary Language**: Unknown - **License**: MIT - **Default Branch**: master - **Homepage**: None - **GVP Project**: No ## Statistics - **Stars**: 0 - **Forks**: 2 - **Created**: 2023-09-22 - **Last Updated**: 2023-09-22 ## Categories & Tags **Categories**: Uncategorized **Tags**: None ## README SDL_gpu, a library for making hardware-accelerated 2D graphics easy. by Jonathan Dearborn [![Travis-ci Status](https://travis-ci.org/grimfang4/sdl-gpu.svg?branch=master)](https://travis-ci.org/grimfang4/sdl-gpu) [![Appveyor Status](https://ci.appveyor.com/api/projects/status/32r7s2skrgm9ubva?svg=true)](https://ci.appveyor.com/project/grimfang4/sdl-gpu) SDL_gpu is licensed under the terms of the MIT License. See LICENSE.txt for details of the usage license granted to you for this code. FEATURES ======== * High performance (it automatically collects and submits batches instead of separate draw commands for each sprite and redundant state changes) * Shader API * Arbitrary geometry rendering (triangles) * Can be integrated with explicit OpenGL calls (mixed 2D and 3D) * Full blend state control * Built-in primitive shapes (points, lines, tris, rects, ellipses, polygons, even arcs) * Uses a style familiar to SDL 1.2 users * Compatible with either SDL 1.2 or 2.0 * Loads BMP, TGA, and PNG files via stb-image * Rotates and scales about the center of images, making reasoning about the resulting corner coordinates more obvious (adjustable via anchor settings) HELP OUT ======== SDL_gpu is free and open source! You can help either by contributing a pull request, filling out a bug report, sending an email, or give me a chance to put more time into it by donating: [![paypal](https://www.paypalobjects.com/en_US/i/btn/btn_donate_LG.gif)](https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=3WJCLJ3P4BV9A) Anything you can do to help is really appreciated! LATEST SOURCE ============= SDL_gpu is hosted on Github (https://github.com/grimfang4/sdl-gpu). You can check out the latest version of the source code with Git: ``` git clone https://github.com/grimfang4/sdl-gpu.git sdl-gpu ``` DEPENDENCIES ============ ``` SDL 1.2 or SDL 2.0 (www.libsdl.org) A rendering backend Currently implemented: OpenGL 1.1, 2.0, 3.0, 4.0 OpenGL ES 1.1, 2.0, 3.0 ``` BUILDING ======== Automated Windows build status and prebuilt library files can be found at the Appveyor page: [![Appveyor Status](https://ci.appveyor.com/api/projects/status/32r7s2skrgm9ubva?svg=true)](https://ci.appveyor.com/project/grimfang4/sdl-gpu) Automated build status for Linux and MacOS can be found at the project page on Travis CI: [![Build Status](https://travis-ci.org/grimfang4/sdl-gpu.svg?branch=master)](https://travis-ci.org/grimfang4/sdl-gpu) SDL_gpu uses CMake (www.cmake.org) to coordinate the library build process. CMake is available as a GUI program or on the command line. For Linux/UNIX systems, run CMake in the base directory: ``` cmake -G "Unix Makefiles" make sudo make install ``` For Linux/UNIX systems, changing the default installation directory can be done like so: ``` cmake -G "Unix Makefiles" -DCMAKE_INSTALL_PREFIX=/usr ``` For Windows systems, you can use cmake-gui and select appropriate options in there (warning: cmake-gui is messy!). INCLUDING / LINKING =================== Add the include for SDL_gpu.h to your sources. Link to SDL2_gpu (libSDL2_gpu.a) or SDL_gpu (if you use the old SDL 1.2). FULL DOCUMENTATION ================== Documentation is automatically generated with Doxygen (http://sourceforge.net/projects/doxygen). Pre-generated documentation can be found on the Github.io page: https://grimfang4.github.io/sdl-gpu/ CONVERSION ========== SDL_gpu can be used to replace the SDL_Render subsystem of SDL2. SDL_gpu uses GPU_Target to represent a render target (a render destination, e.g. the screen) instead of an SDL_Renderer object. SDL_gpu also uses GPU_Image as a texture container (a render source) instead of SDL_Texture. Here is a list of most of the comparable functions: ``` SDL_CreateWindow() : Either use GPU_SetInitWindow() or replace with GPU_Init() SDL_CreateRenderer() : GPU_Init() SDL_LoadBMP() : GPU_LoadImage() or GPU_LoadSurface() SDL_CreateTextureFromSurface() : GPU_CopyImageFromSurface() SDL_SetRenderDrawColor() : Pass color into rendering function (e.g. GPU_ClearRGBA(), GPU_Line()) SDL_RenderClear() : GPU_Clear(), GPU_ClearRGBA() SDL_QueryTexture() : image->w, image->h SDL_RenderCopy() : GPU_Blit() or GPU_BlitRect() SDL_RenderPresent() : GPU_Flip() SDL_DestroyTexture() : GPU_FreeImage() SDL_DestroyRenderer() : GPU_FreeTarget() (but don't free the screen target yourself) SDL_RenderDrawPoint() : GPU_Pixel() SDL_RenderDrawLine() : GPU_Line() SDL_RenderDrawRect() : GPU_Rectangle() SDL_RenderFillRect() : GPU_RectangleFilled() SDL_RenderCopyEx() : GPU_BlitRotate() or GPU_BlitScale() or GPU_BlitTransform() SDL_SetRenderDrawBlendMode() : GPU_SetShapeBlendMode() SDL_SetTextureBlendMode() : GPU_SetBlendMode() SDL_SetTextureColorMod() : GPU_SetRGBA() or GPU_SetColor() SDL_SetTextureAlphaMod() : GPU_SetRGBA() or GPU_SetColor() SDL_UpdateTexture() : GPU_UpdateImage() or GPU_UpdateImageBytes() SDL_RenderSetClipRect() : GPU_SetClip() or GPU_SetClipRect() SDL_RenderReadPixels() : GPU_CopySurfaceFromTarget() or GPU_CopySurfaceFromImage() SDL_RenderSetViewport() : GPU_SetViewport() SDL_SetRenderTarget() : GPU_LoadTarget() ``` Some SDL functions use a rectangular region passed as an SDL_Rect. SDL_gpu uses floating point coordinates for subpixel precision, so you may have to use GPU_Rect for some SDL_gpu functions.