## This example show how to have real time pixie using glut API. import math, opengl, opengl/glu, opengl/glut, pixie let w: int32 = 256 h: int32 = 256 var screen = newImage(w, h) ctx = newContext(screen) frameCount = 0 proc display() {.cdecl.} = ## Called every frame by GLUT # draw shiny sphere on gradient background let linerGradient = newPaint(pkGradientLinear) linerGradient.gradientHandlePositions.add(vec2(0, 0)) linerGradient.gradientHandlePositions.add(vec2(0, 256)) linerGradient.gradientStops.add( ColorStop(color: color(0, 0, 0, 1), position: 0)) linerGradient.gradientStops.add( ColorStop(color: color(1, 1, 1, 1), position: 1)) ctx.fillStyle = linerGradient ctx.fillRect(0, 0, 256, 256) let radialGradient = newPaint(pkGradientRadial) radialGradient.gradientHandlePositions.add(vec2(128, 128)) radialGradient.gradientHandlePositions.add(vec2(256, 128)) radialGradient.gradientHandlePositions.add(vec2(128, 256)) radialGradient.gradientStops.add( ColorStop(color: color(1, 1, 1, 1), position: 0)) radialGradient.gradientStops.add( ColorStop(color: color(0, 0, 0, 1), position: 1)) ctx.fillStyle = radialGradient ctx.fillCircle(circle( vec2(128.0, 128.0 + sin(float32(frameCount)/10.0) * 20), 76.8 )) # update texture with new pixels from surface var dataPtr = ctx.image.data[0].addr glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, GLsizei w, GLsizei h, GL_RGBA, GL_UNSIGNED_BYTE, dataPtr) # draw a quad over the whole screen glClear(GL_COLOR_BUFFER_BIT) glBegin(GL_QUADS) glTexCoord2d(0.0, 0.0); glVertex2d(-1.0, +1.0) glTexCoord2d(1.0, 0.0); glVertex2d(+1.0, +1.0) glTexCoord2d(1.0, 1.0); glVertex2d(+1.0, -1.0) glTexCoord2d(0.0, 1.0); glVertex2d(-1.0, -1.0) glEnd() glutSwapBuffers() inc frameCount glutPostRedisplay() # ask glut to draw next frame glutInit() glutInitDisplayMode(GLUT_DOUBLE) glutInitWindowSize(w, h) discard glutCreateWindow("GLUT/Pixie") glutDisplayFunc(display) loadExtensions() # allocate a texture and bind it var dataPtr = ctx.image.data[0].addr glTexImage2D(GL_TEXTURE_2D, 0, 3, GLsizei w, GLsizei h, 0, GL_RGBA, GL_UNSIGNED_BYTE, dataPtr) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP) glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP) glEnable(GL_TEXTURE_2D) glutMainLoop()