#include #include #include struct ARGB { Uint8 b, g, r, a; // Constructor ARGB(Uint8 blue = 0, Uint8 green = 0, Uint8 red = 0, Uint8 alpha = 255) : b(blue), g(green), r(red), a(alpha) {} }; int main(int argc, char *argv[]) { constexpr int WIDTH = 320; constexpr int HEIGHT = 240; constexpr int ZOOM = 2; srand(static_cast(time(nullptr))); SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS); SDL_Window *window = SDL_CreateWindow("pixels_white_noise", WIDTH * ZOOM, HEIGHT * ZOOM, SDL_WINDOW_OPENGL); SDL_Renderer *renderer = SDL_CreateRenderer(window, nullptr); SDL_SetRenderLogicalPresentation(renderer, WIDTH, HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE); SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, WIDTH, HEIGHT); ARGB *pixels; int pitch; SDL_Event sdlEvent; bool exit = false; while (!exit) { while (SDL_PollEvent(&sdlEvent)) { if (sdlEvent.type == SDL_EVENT_QUIT) { exit = true; break; } } SDL_LockTexture(texture, nullptr, (void **)&pixels, &pitch); for (int i = 0; i < 76800; ++i) { pixels[i] = ARGB(rand() % 256, rand() % 256, rand() % 256, 255); } SDL_UnlockTexture(texture); SDL_RenderTexture(renderer, texture, nullptr, nullptr); SDL_RenderPresent(renderer); } SDL_DestroyTexture(texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); return 0; }