c++sdlterminologysdl-2

What is an SDL renderer?


I'm starting with SDL2 and having some trouble trying to understand what an SDL_Renderer is.

What is it? What does it do? What's the difference between SDL_Renderer, SDL_Window, SDL_Surface and SDL_Texture and how they are related?

I had issues with this when trying to understand this introductory code:

#include <iostream>
#include <SDL2/SDL.h>

int main()
{
    /* Starting SDL */
    if (SDL_Init(SDL_INIT_EVERYTHING) != 0) {
        std::cout << "SDL_Init Error: " << SDL_GetError() << std::endl;
        return 1;
    }

    /* Create a Window */
    SDL_Window *window = SDL_CreateWindow("Hello World!", 100, 100, 640, 480, SDL_WINDOW_SHOWN);
    if (window == nullptr) {
        std::cout << "SDL_CreateWindow Error: " << SDL_GetError() << std::endl;
        return 1;
    }

    /* Create a Render */
    SDL_Renderer *render = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
    if (render == nullptr) {
        std::cout << "SDL_CreateRenderer Error: " << SDL_GetError() << std::endl;
        return 1;
    }

    /* Load bitmap image */
    SDL_Surface *bmp = SDL_LoadBMP("./Tutorial/res/Lesson1/hello.bmp");
    if (bmp == nullptr) {
        std::cout << "SDL_LoadBMP Error: " << SDL_GetError() << std::endl;
        return 1;
    }

    /* Upload surface to render, and then, free the surface */
    SDL_Texture *texture = SDL_CreateTextureFromSurface(render, bmp);
    SDL_FreeSurface(bmp);
    if (texture == nullptr){
        std::cout << "SDL_CreateTextureFromSurface Error: " << SDL_GetError() << std::endl;
        return 1;
    }

    /* Draw the render on window */
    SDL_RenderClear(render); // Fill render with color
    SDL_RenderCopy(render, texture, NULL, NULL); // Copy the texture into render
    SDL_RenderPresent(render); // Show render on window

    /* Wait 2 seconds */
    SDL_Delay(5000);

    /* Free all objects*/
    SDL_DestroyTexture(texture);
    SDL_DestroyRenderer(render);
    SDL_DestroyWindow(window);

    /* Quit program */
    SDL_Quit();
    return 0;
}

I was using Twinklebear tutorial (suggested on SDL Wiki) and looked also on SDL Wiki Documentation and some books. But all of them assume that I know these definitions.


Solution

  • SDL_Window

    SDL_Window is the struct that holds all info about the Window itself: size, position, full screen, borders etc.


    SDL_Renderer

    SDL_Renderer is a struct that handles all rendering. It is tied to a SDL_Window so it can only render within that SDL_Window. It also keeps track the settings related to the rendering. There are several important functions tied to the SDL_Renderer:


    SDL_Texture and SDL_Surface

    The SDL_Renderer renders SDL_Texture, which stores the pixel information of one element. It's the new version of SDL_Surface which is much the same. The difference is mostly that SDL_Surface is just a struct containing pixel information, while SDL_Texture is an efficient, driver-specific representation of pixel data.

    You can convert an SDL_Surface to SDL_Texture using

    SDL_Texture* SDL_CreateTextureFromSurface(SDL_Renderer* renderer,
                                              SDL_Surface*  surface)
    

    After this, the SDL_Surface should be freed using

    SDL_FreeSurface( SDL_Surface* surface )
    

    Another important difference is that SDL_Surface uses software rendering (via CPU) while SDL_Texture uses hardware rendering (via GPU).


    SDL_Rect

    The simplest struct in SDL. It contains only four shorts: x, y which holds the position and w, h which holds width and height.

    It's important to note that 0, 0 is the upper-left corner in SDL. So a higher y-value means lower, and the bottom-right corner will have the coordinate x + w, y + h.


    You can read more about SDL2 on my blog.