107 lines
2.7 KiB
C++
107 lines
2.7 KiB
C++
#define _USE_MATH_DEFINES
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#define SDL_MAIN_USE_CALLBACKS
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#include <SDL3/SDL.h>
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#include <SDL3/SDL_main.h>
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#include <cmath>
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static SDL_Window* window = nullptr;
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static SDL_Renderer* renderer = nullptr;
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static SDL_Texture* texture = nullptr;
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constexpr int WIDTH = 160;
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constexpr int HEIGHT = 160;
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constexpr int SIZE = WIDTH * HEIGHT;
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constexpr int ZOOM = 4;
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static Uint8 surface_buffer[SIZE];
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static Uint32 palette[2] = { 0xFF000000, 0xFFFFFFFF };
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SDL_AppResult SDL_AppInit(void **appstate, int argc, char **argv)
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{
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if (!SDL_Init(SDL_INIT_VIDEO)) {
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return SDL_APP_FAILURE;
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}
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window = SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, 0);
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renderer = SDL_CreateRenderer(window, nullptr);
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SDL_SetRenderLogicalPresentation(renderer, WIDTH, HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
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texture = SDL_CreateTexture(renderer,
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SDL_PIXELFORMAT_ARGB8888,
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SDL_TEXTUREACCESS_STREAMING,
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WIDTH, HEIGHT);
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SDL_SetTextureScaleMode(texture, SDL_SCALEMODE_NEAREST);
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppEvent(void *appstate, SDL_Event *event)
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{
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if (event->type == SDL_EVENT_QUIT ||
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(event->type == SDL_EVENT_KEY_DOWN && event->key.key == SDLK_ESCAPE))
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{
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return SDL_APP_SUCCESS;
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}
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return SDL_APP_CONTINUE;
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}
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SDL_AppResult SDL_AppIterate(void *appstate)
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{
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Uint32* pixels;
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int pitch;
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SDL_LockTexture(texture, nullptr, (void**)&pixels, &pitch);
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// limpiar surface
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for (int i = 0; i < SIZE; ++i)
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surface_buffer[i] = 0;
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// dibujar efecto
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float time = SDL_GetTicks() / 1000.0f;
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int rad = 96;
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int dx = (WIDTH - (rad * 2)) / 2;
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int dy = (HEIGHT - (rad * 2)) / 2;
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for (int j = -rad; j <= rad; j += 3)
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{
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for (int i = -rad; i <= rad; i += 2)
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{
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float dist = sqrt(i * i + j * j);
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float z = cos((dist / 40 - time) * M_PI * 2) * 6;
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int X = rad + i + dx;
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int Y = rad + j - z + dy;
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if (X >= 0 && X < WIDTH && Y >= 0 && Y < HEIGHT)
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surface_buffer[X + Y * WIDTH] = 1;
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}
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}
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int pixel_pitch = pitch / sizeof(Uint32);
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for (int y = 0; y < HEIGHT; ++y)
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{
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for (int x = 0; x < WIDTH; ++x)
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{
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int idx = x + y * WIDTH;
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pixels[x + y * pixel_pitch] = palette[surface_buffer[idx]];
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}
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}
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SDL_UnlockTexture(texture);
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SDL_RenderTexture(renderer, texture, nullptr, nullptr);
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SDL_RenderPresent(renderer);
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return SDL_APP_CONTINUE;
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}
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void SDL_AppQuit(void *appstate, SDL_AppResult result)
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{
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SDL_DestroyTexture(texture);
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SDL_DestroyRenderer(renderer);
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SDL_DestroyWindow(window);
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SDL_Quit();
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}
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