#define _USE_MATH_DEFINES #define SDL_MAIN_USE_CALLBACKS #include #include #include static SDL_Window* window = nullptr; static SDL_Renderer* renderer = nullptr; static SDL_Texture* texture = nullptr; constexpr int WIDTH = 160; constexpr int HEIGHT = 160; constexpr int SIZE = WIDTH * HEIGHT; constexpr int ZOOM = 4; static Uint8 surface_buffer[SIZE]; static Uint32 palette[2] = { 0xFF000000, 0xFFFFFFFF }; SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv) { if (!SDL_Init(SDL_INIT_VIDEO)) { return SDL_APP_FAILURE; } window = SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, 0); renderer = SDL_CreateRenderer(window, nullptr); SDL_SetRenderLogicalPresentation(renderer, WIDTH, HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE); texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, WIDTH, HEIGHT); SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST); return SDL_APP_CONTINUE; } SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event) { if (event->type == SDL_EVENT_QUIT || (event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_ESCAPE)) { return SDL_APP_SUCCESS; } return SDL_APP_CONTINUE; } SDL_AppResult SDL_AppIterate(void *appstate) { Uint32* pixels; int pitch; SDL_LockTexture(texture, nullptr, (void**)&pixels, &pitch); // limpiar surface for (int i = 0; i < SIZE; ++i) surface_buffer[i] = 0; // dibujar efecto float time = SDL_GetTicks() / 1000.0f; int rad = 96; int dx = (WIDTH - (rad * 2)) / 2; int dy = (HEIGHT - (rad * 2)) / 2; for (int j = -rad; j <= rad; j += 3) { for (int i = -rad; i <= rad; i += 2) { float dist = sqrt(i * i + j * j); float z = cos((dist / 40 - time) * M_PI * 2) * 6; int X = rad + i + dx; int Y = rad + j - z + dy; if (X >= 0 && X < WIDTH && Y >= 0 && Y < HEIGHT) surface_buffer[X + Y * WIDTH] = 1; } } int pixel_pitch = pitch / sizeof(Uint32); for (int y = 0; y < HEIGHT; ++y) { for (int x = 0; x < WIDTH; ++x) { int idx = x + y * WIDTH; pixels[x + y * pixel_pitch] = palette[surface_buffer[idx]]; } } SDL_UnlockTexture(texture); SDL_RenderTexture(renderer, texture, nullptr, nullptr); SDL_RenderPresent(renderer); return SDL_APP_CONTINUE; } void SDL_AppQuit(void *appstate, SDL_AppResult result) { SDL_DestroyTexture(texture); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); }