pixie/examples/realtime_sdl.nim

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