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10-geometry.zig
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const std = @import("std");
pub extern fn main() void; // Zig Main, ignored, using SDL3
const sdl = @cImport({
// NOTE: Need full path to SDL3/include
// Remember to copy SDL3.dll to Zig.exe folder PATH
@cDefine("SDL_MAIN_USE_CALLBACKS", "1");
@cInclude("SDL.h");
@cInclude("SDL_main.h");
});
var window: *sdl.SDL_Window = undefined;
var renderer: *sdl.SDL_Renderer = undefined;
var texture: ?*sdl.SDL_Texture = undefined;
var texture_width: c_int = 0;
var texture_height: c_int = 0;
const WINDOW_WIDTH = 640;
const WINDOW_HEIGHT = 480;
//* This function runs once at startup. */
pub export fn SDL_AppInit(appstate: ?*anyopaque, argc: c_int, argv: [*][*]u8) sdl.SDL_AppResult {
_ = appstate; _ = argc; _ = argv;
const appTitle = "SDL3 Example Renderer Geometry";
_ = sdl.SDL_SetAppMetadata(appTitle, "1.0", "com.example.renderer-geometry");
if (!sdl.SDL_Init(sdl.SDL_INIT_VIDEO)) {
sdl.SDL_Log("Couldn't initialize SDL: %s", sdl.SDL_GetError());
return sdl.SDL_APP_FAILURE;
}
if (!sdl.SDL_CreateWindowAndRenderer(appTitle, WINDOW_WIDTH, WINDOW_HEIGHT, 0, @ptrCast(&window), @ptrCast(&renderer))) {
sdl.SDL_Log("Couldn't create window/renderer: %s", sdl.SDL_GetError());
return sdl.SDL_APP_FAILURE;
}
var bmp_path: [*c]u8 = undefined;
var surface: ?*sdl.SDL_Surface = undefined;
{
var buf: [1024]u8 = std.mem.zeroes([1024]u8);
const cwd = std.process.getCwd(&buf) catch unreachable;
_ = sdl.SDL_asprintf(&bmp_path, "%s/asset/sample.bmp", cwd.ptr);
}
surface = sdl.SDL_LoadBMP(bmp_path);
if (surface == null) {
sdl.SDL_Log("Couldn't load bitmap: %s", sdl.SDL_GetError());
return sdl.SDL_APP_FAILURE;
}
// /* Textures are pixel data that we upload to the video hardware for fast drawing. Lots of 2D
// engines refer to these as "sprites." We'll do a static texture (upload once, draw many
// times) with data from a bitmap file. */
// /* SDL_Surface is pixel data the CPU can access. SDL_Texture is pixel data the GPU can access.
// Load a .bmp into a surface, move it to a texture from there. */
sdl.SDL_free(bmp_path); //* done with this, the file is loaded. */
texture_width = surface.?.w;
texture_height = surface.?.h;
texture = sdl.SDL_CreateTextureFromSurface(renderer, surface);
if (texture == null) {
sdl.SDL_Log("Couldn't create static texture: %s", sdl.SDL_GetError());
return sdl.SDL_APP_FAILURE;
}
sdl.SDL_DestroySurface(surface); //* done with this, the texture has a copy of the pixels now. */
return sdl.SDL_APP_CONTINUE; // carry on with the program!
}
//* This function runs when a new event (mouse input, keypresses, etc) occurs. */
pub export fn SDL_AppEvent(appstate: ?*anyopaque, event: *sdl.SDL_Event) sdl.SDL_AppResult {
_ = appstate;
// SHIFT + ESC to quit
if (event.key.key == sdl.SDLK_ESCAPE
and event.key.mod & sdl.SDL_KMOD_LSHIFT == 1) {
return sdl.SDL_EVENT_QUIT;
}
if (event.*.type == sdl.SDL_EVENT_QUIT) {
return sdl.SDL_APP_SUCCESS; // end the program, reporting success to the OS
}
return sdl.SDL_APP_CONTINUE; // carry on with the program
}
//* This function runs once per frame, and is the heart of the program. */
pub export fn SDL_AppIterate(appstate: ?*anyopaque) sdl.SDL_AppResult {
_ = appstate;
const now: f32 = @floatFromInt(sdl.SDL_GetTicks());
const direction: f32 = if (@mod(now, 2000) >= 1000) 1.0 else -1.0;
const scale: f32 = (@mod(now, 1000.0) - 500.0) / 500.0 * direction;
const fWINDOW_WIDTH: f32 = @floatFromInt(WINDOW_WIDTH);
const fWINDOW_HEIGHT: f32 = @floatFromInt(WINDOW_HEIGHT);
const size = 200.0 + (200.0 * scale);
// Define vertices for the first geometry.
var vertices: [4]sdl.SDL_Vertex = std.mem.zeroes([4]sdl.SDL_Vertex);
// Clear the screen to black.
_ = sdl.SDL_SetRenderDrawColor(renderer, 0, 0, 0, sdl.SDL_ALPHA_OPAQUE);
_ = sdl.SDL_RenderClear(renderer);
// First triangle
vertices[0].position.x = fWINDOW_WIDTH / 2.0;
vertices[0].position.y = (fWINDOW_HEIGHT - size) / 2.0;
vertices[0].color.r = 1.0;
vertices[0].color.a = 1.0;
vertices[1].position.x = (fWINDOW_WIDTH + size) / 2.0;
vertices[1].position.y = (fWINDOW_HEIGHT + size) / 2.0;
vertices[1].color.g = 1.0;
vertices[1].color.a = 1.0;
vertices[2].position.x = (fWINDOW_WIDTH - size) / 2.0;
vertices[2].position.y = (fWINDOW_HEIGHT + size) / 2.0;
vertices[2].color.b = 1.0;
vertices[2].color.a = 1.0;
_ = sdl.SDL_RenderGeometry(renderer, null, &vertices[0], 3, null, 0);
// Textured geometry
vertices = std.mem.zeroes([4]sdl.SDL_Vertex);
vertices[0].position.x = 10.0;
vertices[0].position.y = 10.0;
vertices[0].color = .{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 };
vertices[0].tex_coord = .{ .x = 0.0, .y = 0.0 };
vertices[1].position.x = 150.0;
vertices[1].position.y = 10.0;
vertices[1].color = .{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 };
vertices[1].tex_coord = .{ .x = 1.0, .y = 0.0 };
vertices[2].position.x = 10.0;
vertices[2].position.y = 150.0;
vertices[2].color = .{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 };
vertices[2].tex_coord = .{ .x = 0.0, .y = 1.0 };
_ = sdl.SDL_RenderGeometry(renderer, texture, &vertices[0], 3, null, 0);
// Move vertices to avoid overlap.
for (vertices[0..3]) |*v| {
v.position.x += 450.0;
}
// Add a fourth vertex for indexed geometry.
vertices[3].position.x = 600.0;
vertices[3].position.y = 150.0;
vertices[3].color = .{ .r = 1.0, .g = 1.0, .b = 1.0, .a = 1.0 };
vertices[3].tex_coord = .{ .x = 1.0, .y = 1.0 };
// Indices for shared vertices.
const indices: [6]c_int = .{ 0, 1, 2, 1, 2, 3 };
_ = sdl.SDL_RenderGeometry(renderer, texture, &vertices[0], 4, &indices[0], indices.len);
_ = sdl.SDL_RenderPresent(renderer);
return sdl.SDL_APP_CONTINUE; // carry on with the program
}
//* This function runs once at shutdown. */
pub export fn SDL_AppQuit(appstate: ?*anyopaque, result: sdl.SDL_AppResult) void {
_ = appstate; _ = result;
sdl.SDL_DestroyTexture(texture);
//* SDL will clean up the window/renderer for us. */
}