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small3dlib/testSDL.c
Miloslav Číž d20eaa1427 Fix a bug
2018-11-17 17:18:55 +01:00

108 lines
2.3 KiB
C

#include <SDL2/SDL.h>
#include <stdio.h>
#include <math.h>
#define S3L_PIXEL_FUNCTION drawPixel
#include "s3l.h"
#define SCREEN_WIDTH 640
#define SCREEN_HEIGHT 480
uint32_t pixels[SCREEN_WIDTH * SCREEN_HEIGHT];
uint32_t frame = 0;
void clearScreen()
{
memset(pixels,0,SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(uint32_t));
}
static inline void setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue)
{
uint32_t r = red & 0x000000FF;
r = r << 24;
uint32_t g = green & 0x000000FF;
g = g << 16;
uint32_t b = blue & 0x000000FF;
b = b << 8;
pixels[y * SCREEN_WIDTH + x] = r | g | b;
}
void drawPixel(S3L_PixelInfo *p)
{
setPixel(p->x,p->y,255,255,255);
}
const int16_t test_coords[] =
{
100,100, 99,101, 101,101, // 0, small triangle
190,50, 200,10, 400,80, // 1, arbitrary
40,80, 20,50, 100,30, // 2, arbitrary
300,300, 290,400, 310,400, // 3, regular
105,300, 120,300, 201,300, // 4, horizontal line
400,300, 400,320, 400,400 // 5, vertical line
};
void draw()
{
clearScreen();
for (int c = 0; c < 4; ++c)
{
int
x0 = test_coords[6 * c],
y0 = test_coords[6 * c + 1],
x1 = test_coords[6 * c + 2],
y1 = test_coords[6 * c + 3],
x2 = test_coords[6 * c + 4],
y2 = test_coords[6 * c + 5];
S3L_drawTriangle(x0,y0,x1,y1,x2,y2);
setPixel(x0,y0,255,0,0);
setPixel(x1,y1,255,0,0);
setPixel(x2,y2,255,0,0);
}
}
int main()
{
SDL_Window *window = SDL_CreateWindow("test", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
SDL_Renderer *renderer = SDL_CreateRenderer(window,-1,0);
SDL_Texture *texture = SDL_CreateTexture(renderer,SDL_PIXELFORMAT_RGBX8888, SDL_TEXTUREACCESS_STATIC, SCREEN_WIDTH, SCREEN_HEIGHT);
SDL_Surface *screenSurface = SDL_GetWindowSurface(window);
SDL_Event event;
int running = 1;
while (running)
{
draw();
SDL_UpdateTexture(texture,NULL,pixels,SCREEN_WIDTH * sizeof(uint32_t));
while (SDL_PollEvent(&event))
{
switch (event.type)
{
case SDL_QUIT:
running = 0;
break;
default:
break;
}
}
SDL_RenderClear(renderer);
SDL_RenderCopy(renderer,texture,NULL,NULL);
SDL_RenderPresent(renderer);
frame++;
}
return 0;
}