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https://git.coom.tech/drummyfish/small3dlib.git
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108 lines
2.3 KiB
C
108 lines
2.3 KiB
C
#include <SDL2/SDL.h>
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#include <stdio.h>
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#include <math.h>
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#define S3L_PIXEL_FUNCTION drawPixel
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#include "s3l.h"
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#define SCREEN_WIDTH 640
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#define SCREEN_HEIGHT 480
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uint32_t pixels[SCREEN_WIDTH * SCREEN_HEIGHT];
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uint32_t frame = 0;
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void clearScreen()
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{
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memset(pixels,0,SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(uint32_t));
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}
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static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue)
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{
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uint32_t r = red & 0x000000FF;
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r = r << 24;
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uint32_t g = green & 0x000000FF;
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g = g << 16;
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uint32_t b = blue & 0x000000FF;
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b = b << 8;
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pixels[y * SCREEN_WIDTH + x] = r | g | b;
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}
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void drawPixel(S3L_PixelInfo *p)
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{
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setPixel(p->x,p->y,255,255,255);
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}
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const int16_t test_coords[] =
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{
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100,100, 99,101, 101,101, // 0, small triangle
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190,50, 200,10, 400,80, // 1, arbitrary
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40,80, 20,50, 100,30, // 2, arbitrary
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150,300, 290,400, 450,400, // 3, regular
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105,300, 120,300, 201,300, // 4, horizontal line
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400,300, 400,320, 400,400 // 5, vertical line
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};
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void draw()
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{
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clearScreen();
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for (int c = 0; c < 4; ++c)
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{
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int
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x0 = test_coords[6 * c],
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y0 = test_coords[6 * c + 1],
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x1 = test_coords[6 * c + 2],
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y1 = test_coords[6 * c + 3],
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x2 = test_coords[6 * c + 4],
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y2 = test_coords[6 * c + 5];
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S3L_drawTriangle(x0,y0,x1,y1,x2,y2);
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setPixel(x0,y0,255,0,0);
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setPixel(x1,y1,255,0,0);
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setPixel(x2,y2,255,0,0);
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}
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}
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int main()
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{
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SDL_Window *window = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
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SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
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SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, SCREEN_WIDTH, SCREEN_HEIGHT);
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SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
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SDL_Event event;
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int running = 1;
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while (running)
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{
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draw();
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SDL_UpdateTexture(texture,NULL,pixels,SCREEN_WIDTH * sizeof(uint32_t));
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while (SDL_PollEvent(&event))
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{
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switch (event.type)
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{
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case SDL_QUIT:
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running = 0;
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break;
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default:
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break;
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}
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}
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SDL_RenderClear(renderer);
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SDL_RenderCopy(renderer,texture,NULL,NULL);
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SDL_RenderPresent(renderer);
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frame++;
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}
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return 0;
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}
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