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SDL2 pixmap fast drawing skeleton
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| #include "common.h" | |
| #include <SDL.h> | |
| static const u32 WINDOW_WIDTH = 800; | |
| static const u32 WINDOW_HEIGHT = 600; | |
| static const u32 TARGET_FRAMERATE = 60; | |
| static const f32 TARGET_FRAMETIME = 1000.0f / (f32) TARGET_FRAMERATE; | |
| struct framebuffer { | |
| void *pixels; | |
| s32 width; | |
| s32 height; | |
| s32 pitch; | |
| s32 size; | |
| u8 bpp; | |
| u8 shift_red; | |
| u8 shift_green; | |
| u8 shift_blue; | |
| u8 shift_alpha; | |
| }; | |
| #include "matrix.c" | |
| #include "draw.c" | |
| s32 | |
| main(void) { | |
| SDL_Window *window; | |
| SDL_Renderer *renderer; | |
| SDL_Texture *texture = NULL; | |
| SDL_Event event; | |
| struct framebuffer fb; | |
| fb.width = 800; | |
| fb.height = 600; | |
| fb.bpp = 4; | |
| fb.pitch = fb.width * fb.bpp; | |
| fb.size = fb.width * fb.height * fb.bpp; | |
| fb.shift_alpha = 24; | |
| fb.shift_red = 16; | |
| fb.shift_green = 8; | |
| fb.shift_blue = 0; | |
| posix_memalign(&fb.pixels, sizeof(void *) * 4, fb.size); | |
| SDL_Init(SDL_INIT_TIMER | SDL_INIT_VIDEO); | |
| SDL_CreateWindowAndRenderer(WINDOW_WIDTH, | |
| WINDOW_HEIGHT, | |
| 0, | |
| &window, | |
| &renderer); | |
| texture = SDL_CreateTexture(renderer, | |
| SDL_PIXELFORMAT_ARGB8888, | |
| SDL_TEXTUREACCESS_STREAMING, | |
| fb.width, | |
| fb.height); | |
| struct timespec frametime_beg; | |
| struct timespec frametime_end; | |
| s32 running = 1; | |
| u32 fn = 0; | |
| f32 translate[9]; | |
| f32 scale[9]; | |
| f32 rotate[9]; | |
| f32 transform_final[9]; | |
| while (running) { | |
| while (SDL_PollEvent(&event)) { | |
| if (event.type == SDL_QUIT) { | |
| running = 0; | |
| } | |
| } | |
| clock_gettime(CLOCK_MONOTONIC, &frametime_beg); | |
| // =======RENDER FROM HERE========== | |
| SDL_LockTexture(texture, NULL, &fb.pixels, &fb.pitch); | |
| memset(fb.pixels, 0x00, fb.size); | |
| // lines | |
| bresenham_line(&fb, 0, 0, fb.width - 1, 0); | |
| bresenham_line(&fb, fb.width - 1, 0, fb.width - 1, fb.height - 1); | |
| bresenham_line(&fb, fb.width - 1, fb.height - 1, 0, fb.height - 1); | |
| bresenham_line(&fb, 0, fb.height - 1, 0, 0); | |
| bresenham_line(&fb, 0, 0, fb.width - 1, fb.height - 1); | |
| bresenham_line(&fb, fb.width - 1, 0, 0, fb.height - 1); | |
| // circle | |
| bresenham_circle(&fb, fb.width / 2, fb.height / 2, fabsf(sinf((f32) fn / 100)) * 100); | |
| // triangle | |
| v3 t0 = { 200, 100, 1 }; | |
| v3 t1 = { 320, 100, 1 }; | |
| v3 t2 = { 120, 200, 1 }; | |
| v2 rotation_center = { | |
| (t0.x + t1.x + t2.x) / 3.0f, | |
| (t0.y + t1.y + t2.y) / 3.0f, | |
| }; | |
| v2 translate_vector = { | |
| fabsf(cosf((f32) fn / 100)) * 200.0f, | |
| fabsf(cosf((f32) fn / 100)) * 200.0f}; | |
| v2 scale_factor = { | |
| fabsf(sinf((f32) fn / 100)) * 2.0f, | |
| fabsf(sinf((f32) fn / 100)) * 2.0f | |
| }; | |
| //m3_scale(scale, scale_factor); | |
| m3_translate(translate, translate_vector); | |
| m3_rotate(rotate, rotation_center, (f32) fn / 10); | |
| m3_mul(transform_final, translate, rotate); | |
| t0 = m3_apply(transform_final, t0); | |
| t1 = m3_apply(transform_final, t1); | |
| t2 = m3_apply(transform_final, t2); | |
| fill_triangle(&fb, t0.x, t0.y, t1.x, t1.y, t2.x, t2.y); | |
| SDL_UnlockTexture(texture); | |
| // ============TO HERE============= | |
| SDL_RenderCopy(renderer, texture, NULL, NULL); | |
| SDL_RenderPresent(renderer); | |
| clock_gettime(CLOCK_MONOTONIC, &frametime_end); | |
| s64 frametime_nsec = (frametime_end.tv_nsec + frametime_end.tv_sec * 1000000000) | |
| - (frametime_beg.tv_nsec + frametime_beg.tv_sec * 1000000000); | |
| s64 frametime_msec = frametime_nsec / 1000000; | |
| s32 frametime_delta = TARGET_FRAMETIME - frametime_msec; | |
| if (frametime_delta > 0) { | |
| SDL_Delay((u32) frametime_delta); | |
| } | |
| ++fn; | |
| } | |
| SDL_DestroyRenderer(renderer); | |
| SDL_DestroyWindow(window); | |
| SDL_Quit(); | |
| return(0); | |
| } |
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