69 lines
2 KiB
Nim
69 lines
2 KiB
Nim
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## This example show how to have real time pixie using sdl2 API.
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import math, pixie, sdl2, sdl2/gfx
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let
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w: int32 = 256
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h: int32 = 256
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var
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screen = newImage(w, h)
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ctx = newContext(screen)
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frameCount = 0
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window: WindowPtr
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render: RendererPtr
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mainSerface: SurfacePtr
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mainTexture: TexturePtr
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evt = sdl2.defaultEvent
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proc display() =
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## Called every frame by main while loop
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# draw shiny sphere on gradient background
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var linerGradient = Paint(kind: pkGradientLinear)
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linerGradient.gradientHandlePositions.add(vec2(0, 0))
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linerGradient.gradientHandlePositions.add(vec2(0, 256))
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linerGradient.gradientStops.add(
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ColorStop(color: rgbx(0, 0, 0, 255), position: 0))
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linerGradient.gradientStops.add(
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ColorStop(color: rgbx(255, 255, 255, 255), position: 1))
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ctx.fillStyle = linerGradient
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ctx.fillRect(0, 0, 256, 256)
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var radialGradient = Paint(kind: pkGradientRadial)
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radialGradient.gradientHandlePositions.add(vec2(128, 128))
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radialGradient.gradientHandlePositions.add(vec2(256, 128))
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radialGradient.gradientHandlePositions.add(vec2(128, 256))
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radialGradient.gradientStops.add(
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ColorStop(color: rgbx(255, 255, 255, 255), position: 0))
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radialGradient.gradientStops.add(
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ColorStop(color: rgbx(0, 0, 0, 255), position: 1))
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ctx.fillStyle = radialGradient
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ctx.fillCircle(vec2(128.0, 128.0 + sin(float(frameCount)/10.0) * 20), 76.8)
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inc frameCount
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var dataPtr = ctx.image.data[0].addr
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mainSerface.pixels = dataPtr
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mainTexture = render.createTextureFromSurface(mainSerface)
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render.copy(mainTexture, nil, nil)
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render.present()
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discard sdl2.init(INIT_EVERYTHING)
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window = createWindow("SDL/Pixie", 100, 100, cint w, cint h, SDL_WINDOW_SHOWN)
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const
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rmask = uint32 0x000000ff
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gmask = uint32 0x0000ff00
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bmask = uint32 0x00ff0000
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amask = uint32 0xff000000
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mainSerface = createRGBSurface(0, cint w, cint h, 32, rmask, gmask, bmask, amask)
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render = createRenderer(window, -1, 0)
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while true:
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while pollEvent(evt):
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if evt.kind == QuitEvent:
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quit(0)
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display()
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delay(14)
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