parent
2496042bc4
commit
f4d144e21c
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@ -93,6 +93,14 @@ Q,q,T,t | ✅ | quadratic to |
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A,a | ✅ | arc to |
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z | ✅ | close path |
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### Realtime Examples
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Here are some examples of using Pixie for realtime rendering with some popular windowing libraries:
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* [examples/realtime_glfw.nim](examples/realtime_glfw.nim)
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* [examples/realtime_glut.nim](examples/realtime_glut.nim)
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* [examples/realtime_sdl.nim](examples/realtime_sdl.nim)
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* [examples/realtime_win32.nim](examples/realtime_win32.nim)
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## Testing
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78
examples/realtime_glfw.nim
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78
examples/realtime_glfw.nim
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@ -0,0 +1,78 @@
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## This example show how to have real time pixie using glfw API.
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import math, opengl, pixie, staticglfw
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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: Window
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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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# update texture with new pixels from surface
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var dataPtr = ctx.image.data[0].addr
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GLsizei w, GLsizei h, GL_RGBA,
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GL_UNSIGNED_BYTE, dataPtr)
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# draw a quad over the whole screen
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glClear(GL_COLOR_BUFFER_BIT)
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glBegin(GL_QUADS)
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glTexCoord2d(0.0, 0.0); glVertex2d(-1.0, +1.0)
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glTexCoord2d(1.0, 0.0); glVertex2d(+1.0, +1.0)
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glTexCoord2d(1.0, 1.0); glVertex2d(+1.0, -1.0)
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glTexCoord2d(0.0, 1.0); glVertex2d(-1.0, -1.0)
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glEnd()
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inc frameCount
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swapBuffers(window)
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if init() == 0:
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quit("Failed to Initialize GLFW.")
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windowHint(RESIZABLE, false.cint)
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window = createWindow(w.cint, h.cint, "GLFW/Pixie", nil, nil)
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makeContextCurrent(window)
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loadExtensions()
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# allocate a texture and bind it
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var dataPtr = ctx.image.data[0].addr
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glTexImage2D(GL_TEXTURE_2D, 0, 3, GLsizei w, GLsizei h, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, dataPtr)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
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glEnable(GL_TEXTURE_2D)
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while windowShouldClose(window) != 1:
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pollEvents()
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display()
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76
examples/realtime_glut.nim
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76
examples/realtime_glut.nim
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## This example show how to have real time pixie using glut API.
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import math, opengl, opengl/glu, opengl/glut, pixie
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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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proc display() {.cdecl.} =
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## Called every frame by GLUT
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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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# update texture with new pixels from surface
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var dataPtr = ctx.image.data[0].addr
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GLsizei w, GLsizei h, GL_RGBA,
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GL_UNSIGNED_BYTE, dataPtr)
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# draw a quad over the whole screen
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glClear(GL_COLOR_BUFFER_BIT)
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glBegin(GL_QUADS)
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glTexCoord2d(0.0, 0.0); glVertex2d(-1.0, +1.0)
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glTexCoord2d(1.0, 0.0); glVertex2d(+1.0, +1.0)
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glTexCoord2d(1.0, 1.0); glVertex2d(+1.0, -1.0)
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glTexCoord2d(0.0, 1.0); glVertex2d(-1.0, -1.0)
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glEnd()
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glutSwapBuffers()
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inc frameCount
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glutPostRedisplay() # ask glut to draw next frame
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glutInit()
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glutInitDisplayMode(GLUT_DOUBLE)
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glutInitWindowSize(w, h)
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discard glutCreateWindow("GLUT/Pixie")
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glutDisplayFunc(display)
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loadExtensions()
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# allocate a texture and bind it
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var dataPtr = ctx.image.data[0].addr
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glTexImage2D(GL_TEXTURE_2D, 0, 3, GLsizei w, GLsizei h, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, dataPtr)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP)
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP)
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glEnable(GL_TEXTURE_2D)
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glutMainLoop()
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68
examples/realtime_sdl.nim
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68
examples/realtime_sdl.nim
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@ -0,0 +1,68 @@
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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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131
examples/realtime_win32.nim
Normal file
131
examples/realtime_win32.nim
Normal file
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@ -0,0 +1,131 @@
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## This example show how to have real time pixie using win32 API.
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import pixie, winim/lean
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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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hwnd: HWND
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running = true
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proc draw() =
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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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# Draw image pixels onto win32 window.
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let
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w = screen.width.int32
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h = screen.height.int32
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dc = GetDC(hwnd)
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var info = BITMAPINFO()
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info.bmiHeader.biBitCount = 32
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info.bmiHeader.biWidth = w
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info.bmiHeader.biHeight = h
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info.bmiHeader.biPlanes = 1
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info.bmiHeader.biSize = DWORD sizeof(BITMAPINFOHEADER)
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info.bmiHeader.biSizeImage = w * h * 4
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info.bmiHeader.biCompression = BI_RGB
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var bgrBuffer = newSeq[uint8](screen.data.len * 4)
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# Convert to BGRA.
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for i, c in screen.data:
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bgrBuffer[i*4+0] = c.b
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bgrBuffer[i*4+1] = c.g
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bgrBuffer[i*4+2] = c.r
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discard StretchDIBits(
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dc,
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0,
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h - 1,
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w,
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-h,
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0,
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0,
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w,
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h,
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bgrBuffer[0].addr,
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info,
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DIB_RGB_COLORS,
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SRCCOPY
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)
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discard ReleaseDC(hwnd, dc)
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proc windowProc(hwnd: HWND, message: UINT, wParam: WPARAM,
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lParam: LPARAM): LRESULT {.stdcall.} =
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case message
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of WM_DESTROY:
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PostQuitMessage(0)
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running = false
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return 0
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else:
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return DefWindowProc(hwnd, message, wParam, lParam)
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proc main() =
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var
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hInstance = GetModuleHandle(nil)
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appName = "Win32/Pixie"
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msg: MSG
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wndclass: WNDCLASS
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wndclass.style = CS_HREDRAW or CS_VREDRAW
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wndclass.lpfnWndProc = windowProc
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wndclass.cbClsExtra = 0
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wndclass.cbWndExtra = 0
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wndclass.hInstance = hInstance
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wndclass.hIcon = LoadIcon(0, IDI_APPLICATION)
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wndclass.hCursor = LoadCursor(0, IDC_ARROW)
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wndclass.hbrBackground = GetStockObject(WHITE_BRUSH)
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wndclass.lpszMenuName = nil
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wndclass.lpszClassName = appName
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if RegisterClass(wndclass) == 0:
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MessageBox(0, "This program requires Windows NT!", appName, MB_ICONERROR)
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return
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# Figure out the right size of the window we want.
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var rect: lean.RECT
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rect.left = 0
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rect.top = 0
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rect.right = w
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rect.bottom = h
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AdjustWindowRectEx(cast[LPRECT](rect.addr), WS_OVERLAPPEDWINDOW, 0, 0)
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# Open the window.
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hwnd = CreateWindow(appName, "Win32/Pixie", WS_OVERLAPPEDWINDOW,
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CW_USEDEFAULT, CW_USEDEFAULT, rect.right - rect.left, rect.bottom - rect.top,
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0, 0, hInstance, nil)
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ShowWindow(hwnd, SW_SHOW)
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UpdateWindow(hwnd)
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while running:
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draw()
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PeekMessage(msg, 0, 0, 0, PM_REMOVE)
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TranslateMessage(msg)
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DispatchMessage(msg)
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main()
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Loading…
Reference in a new issue