Files
demo1_pixels_wave/demo1_pixels_wave.cpp
2025-03-23 18:51:10 +01:00

84 lines
2.2 KiB
C++

#include <SDL3/SDL.h>
#include <cmath>
int main(int argc, char *argv[])
{
SDL_Init(SDL_INIT_VIDEO | SDL_INIT_EVENTS);
constexpr int WIDTH = 160;
constexpr int HEIGHT = 160;
constexpr int SIZE = WIDTH * HEIGHT;
constexpr int ZOOM = 4;
SDL_Window *window = SDL_CreateWindow("pixels", WIDTH * ZOOM, HEIGHT * ZOOM, SDL_WINDOW_OPENGL);
SDL_Renderer *renderer = SDL_CreateRenderer(window, nullptr);
SDL_SetRenderLogicalPresentation(renderer, WIDTH, HEIGHT, SDL_LOGICAL_PRESENTATION_INTEGER_SCALE);
SDL_Texture *texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_ARGB8888, SDL_TEXTUREACCESS_STREAMING, WIDTH, HEIGHT);
Uint32 *pixels;
int pitch;
int rad = 96;
int dx = (WIDTH - (rad * 2)) / 2;
int dy = (HEIGHT - (rad * 2)) / 2;
Uint8 surface[SIZE];
Uint32 paleta[2];
paleta[0] = 0xFF000000;
paleta[1] = 0xFFFFFFFF;
SDL_Event sdlEvent;
bool exit = false;
while (!exit)
{
while (SDL_PollEvent(&sdlEvent))
{
if (sdlEvent.type == SDL_EVENT_QUIT)
{
exit = true;
break;
}
}
SDL_LockTexture(texture, nullptr, (void **)&pixels, &pitch);
// Limpia la surface
for (int i = 0; i < SIZE; ++i)
{
surface[i] = 0;
}
// Dibuja el efecto
float time = SDL_GetTicks() / 1000.0f;
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;
const int x = rad + i + dx;
const int y = rad + j - z + dy;
if (x < WIDTH && y < HEIGHT && x >= 0 && y >= 0)
surface[x + y * WIDTH] = 1;
}
// Vuelca la surface a la textura
for (int i = 0; i < SIZE; ++i)
{
pixels[i] = paleta[surface[i]];
}
SDL_UnlockTexture(texture);
SDL_RenderTexture(renderer, texture, nullptr, nullptr);
SDL_RenderPresent(renderer);
}
SDL_DestroyTexture(texture);
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
return 0;
}