Dokumentation ...
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4 changed files with 110 additions and 58 deletions
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@ -56,16 +56,21 @@ void main() {
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auto main() -> int {
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auto main() -> int {
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// Ausgabefenster ... sieht aus als wäre es auf dem Stack
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auto window = paradiso::Window();
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auto window = paradiso::Window();
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window.set_size(paradiso::Size{.width = 1280, .height = 720})
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// wir bauen ein Fenster ...
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.set_position(paradiso::Point{.x = 100, .y = 100})
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window
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.set_title("PardiSO")
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.set_size(paradiso::Size{.width = 1280, .height = 720}) // ... Grösse
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.set_visible(true);
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.set_position(paradiso::Point{.x = 100, .y = 100}) // ... Position
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.set_title("PardiSO") // ... Titel
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.set_visible(true); // ... und jetzt anzeigen!
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// der Fenster Kontext
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auto ctx = paradiso::Context{};
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auto ctx = paradiso::Context{};
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auto sprite = paradiso::Sprite {
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// als Beispiel eine Sprite mit farbiger Textur
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auto sprite = paradiso::Sprite{
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.bitmap = paradiso::Bitmap::from_data(
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.bitmap = paradiso::Bitmap::from_data(
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paradiso::Size{2, 2},
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paradiso::Size{2, 2},
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paradiso::RGBA::from_rgba(0x00, 0xFF, 0x00, 0x80), // G
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paradiso::RGBA::from_rgba(0x00, 0xFF, 0x00, 0x80), // G
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@ -74,35 +79,58 @@ auto main() -> int {
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paradiso::RGBA::from_rgba(0xFF, 0x00, 0xFF, 0x80)) // C
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paradiso::RGBA::from_rgba(0xFF, 0x00, 0xFF, 0x80)) // C
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};
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};
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// das eigentliche 2D rendering sub-system
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auto renderer = paradiso::Renderer{};
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auto renderer = paradiso::Renderer{};
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// ein Shader (Schattierungsprogramm)
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auto shader = paradiso::Shader{};
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auto shader = paradiso::Shader{};
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// hier werden die Shader Programme geladen, kompiliert usw.
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setup_shaders(shader);
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setup_shaders(shader);
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// kein schönes Design: dies sind globale Variablen ...
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uint8_t slider_value = 0xFF;
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uint8_t slider_value = 0xFF;
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bool want_close{false};
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bool want_close{false};
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int frame_counter = 10;
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// eine sehr rudimentäre Eingabebehandlung. Bei vorhandenen
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// Eingaben landen diese hier. Wer sich am Design beteiligen
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// möchte, kann hier einen eleganteren Vorschlag machen
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window.set_keyboardcallback(
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window.set_keyboardcallback(
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[&](auto& w, int key, int scancode, int action, int mods) {
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[&](auto& w, int key, int scancode, int action, int mods) {
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if (key == 'Q' || key == 256)
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if (key == 'Q' || key == 256)
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want_close = true;
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want_close = true;
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else if (key == 'A' ) {
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else if (key == 'A') {
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slider_value += 10;
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slider_value += 10;
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}
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}
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});
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});
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// das update führt den hier mitgegebnen Ausdruck innerhalb der internen
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// Updates des Fensters auf. Es wird hier auch explizit ein bool gefordert
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// damit das update auch zu jederzeit unterbrochen werden kann
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while (window.update([&](auto& w) -> bool {
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while (window.update([&](auto& w) -> bool {
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// Context behandelt den sogenannten viewport - Hintergrund löschen,
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// grösse usw. werden hier behandelt
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ctx.set_clearcolor(paradiso::RGBA::from_rgb(slider_value, slider_value, slider_value));
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ctx.set_clearcolor(
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paradiso::RGBA::from_rgb(slider_value, slider_value, slider_value));
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// ein viewport stellt die Sicht der Kamera dar, d.h. bei quadratischen
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// Pixeln sollte hier auch eine dementsprechende Grösse eingestellt
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// werden
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ctx.set_viewport(paradiso::Rectangle{
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ctx.set_viewport(paradiso::Rectangle{
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.size = w.client_size()
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.size =
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w.client_size().minimal_extent() // wir wollen das
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// Seitenverhältnis beibehalten
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});
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});
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// hier wird das eigentliche löschen des vorherigen Inhalts ausgelöst
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ctx.clear();
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ctx.clear();
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// Ein `renderer` kann nur mit einer Sprite verwendet werden!
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// Aber ein Shader kann man für mehrere Sprite-Renderer Kombis verwenden
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renderer.draw(sprite, shader);
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renderer.draw(sprite, shader);
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// ... signalisiere ob wir weitermachen wollen ...
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return !want_close;
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return !want_close;
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})) {
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})) {
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};
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};
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@ -23,44 +23,70 @@
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#ifndef PARADISO_BITMAP_HPP
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#ifndef PARADISO_BITMAP_HPP
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#define PARADISO_BITMAP_HPP
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#define PARADISO_BITMAP_HPP
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#include <paradiso/globals.hpp>
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#include <paradiso/geometry.hpp>
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#include <paradiso/geometry.hpp>
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#include <paradiso/globals.hpp>
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#include <paradiso/rgba.hpp>
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#include <paradiso/rgba.hpp>
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namespace paradiso {
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namespace paradiso {
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/**
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* @brief aggregate to handle bitmap data
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*/
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struct Bitmap final {
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struct Bitmap final {
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/**
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* @brief creates an empty bitmap
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* @param[in] size extent of bitmap
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* @return an empty bitmap
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*/
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constexpr static Bitmap empty(Size size) noexcept {
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constexpr static Bitmap empty(Size size) noexcept {
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return {.size = size, .data = std::vector<RGBA>{size.area()}};
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return {.size = size, .data = std::vector<RGBA>{size.area()}};
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}
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}
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/**
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* @brief creates a bitmap from manually adding data
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* @param[in] size extent of bitmap
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* @param[in] values values to set the bitmap from
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* @return bitmap with data from this call
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*/
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template <typename... Arguments>
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template <typename... Arguments>
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static constexpr Bitmap from_data(Size size, Arguments... values) noexcept {
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static constexpr Bitmap from_data(Size size, Arguments... values) noexcept {
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assert(sizeof...(Arguments) == size.height * size.width);
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assert(sizeof...(Arguments) == size.height * size.width);
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return {
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return {.size = size, .data = {values...}};
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.size = size,
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.data = {values...}
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};
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}
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}
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/**
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* @brief fills a bitmap uniformly
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* @param[in] color RGBA value of a color
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* @return reference to itself
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*/
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constexpr auto fill(const RGBA& color) noexcept {
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constexpr auto fill(const RGBA& color) noexcept {
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std::fill(data.begin(), data.end(), color);
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std::fill(data.begin(), data.end(), color);
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return *this;
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return *this;
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}
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}
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/**
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* @brief access a pixel by position
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* @param[in] x x-component of position
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* @param[in] y y-component of position
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* @return reference to pixel data at position
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*/
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constexpr RGBA& pixel(std::integral auto x, std::integral auto y) {
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constexpr RGBA& pixel(std::integral auto x, std::integral auto y) {
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return data[y * size.width + x];
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return data[y * size.width + x];
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}
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}
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/**
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* @brief access a pixel by position
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* @param[in] x x-component of position
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* @param[in] y y-component of position
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* @return const reference to pixel data at position
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*/
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constexpr const RGBA& pixel(std::integral auto x,
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constexpr const RGBA& pixel(std::integral auto x,
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std::integral auto y) const {
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std::integral auto y) const {
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return data[y * size.width + x];
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return data[y * size.width + x];
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}
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}
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Size size{.width = 0, .height = 0};
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Size size{.width = 0, .height = 0}; //!< extent of bitmap
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std::vector<RGBA> data{};
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std::vector<RGBA> data{}; //!< data storage
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};
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};
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} // namespace paradiso
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} // namespace paradiso
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@ -25,37 +25,34 @@
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#include <paradiso/globals.hpp>
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#include <paradiso/globals.hpp>
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namespace paradiso
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namespace paradiso {
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{
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struct Point final
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struct Point final {
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{
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using value_type = int32_t;
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using value_type = int32_t;
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value_type x{0}, y{0};
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value_type x{0}, y{0};
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};
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};
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struct Size final
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struct Size final {
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{
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using value_type = uint32_t;
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using value_type = uint32_t;
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value_type width{0}, height{0};
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value_type width{0}, height{0};
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constexpr auto area() const noexcept
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constexpr auto area() const noexcept { return width * height; }
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{
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return width * height;
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}
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};
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struct Rectangle
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constexpr Size minimal_extent() const noexcept {
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{
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return {.width = std::min(width, height),
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.height = std::min(width, height)};
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}
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};
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struct Rectangle {
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Point position;
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Point position;
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Size size;
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Size size;
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constexpr bool contains(const Point &p) const noexcept
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constexpr bool contains(const Point& p) const noexcept {
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{
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return p.x >= position.x && p.x <= position.x + size.width &&
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return p.x >= position.x && p.x <= position.x + size.width &&
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p.y >= position.y && p.y <= position.y + size.height;
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p.y >= position.y && p.y <= position.y + size.height;
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}
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}
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};
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};
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}
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} // namespace paradiso
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#endif
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#endif
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#ifndef PARADISO_SPRITE_HPP
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#ifndef PARADISO_SPRITE_HPP
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#define PARADISO_SPRITE_HPP
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#define PARADISO_SPRITE_HPP
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#include <paradiso/bitmap.hpp>
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#include <paradiso/globals.hpp>
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#include <paradiso/globals.hpp>
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#include <paradiso/bitmap.hpp>
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#include <paradiso/matrix.hpp>
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#include <paradiso/matrix.hpp>
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#include <paradiso/vector.hpp>
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#include <paradiso/vector.hpp>
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namespace paradiso {
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namespace paradiso {
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/**
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* @brief simple sprite handler
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*/
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struct Sprite final {
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struct Sprite final {
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using ChangeCountType = std::uint64_t;
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using ChangeCountType = std::uint64_t;
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static constexpr Sprite create() noexcept { return {}; }
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Bitmap bitmap{}; //!< associated bitmap
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Bitmap bitmap{};
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Vector2<float> pivot{Vector2<float>::zero()}; //!< center point
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Vector2<float> pivot{Vector2<float>::zero()};
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// 0 3 | y
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// 0 3 | y
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// +------+ | ^
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// +------+ | ^
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// +------+ | z
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// +------+ | z
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// 1 2 |
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// 1 2 |
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std::array<std::uint32_t, 6> indices{0, 1, 2, 0, 2, 3};
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std::array<std::uint32_t, 6> indices{0, 1, 2, 0, 2, 3}; //!< topology
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std::array<Vector3<float>, 4> vertices{
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std::array<Vector3<float>, 4> vertices{ //!< geometry
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Vector3<float>::make(-1.0f, +1.0f, 0.0f),
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Vector3<float>::make(-1.0f, +1.0f, 0.0f),
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Vector3<float>::make(-1.0f, -1.0f, 0.0f),
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Vector3<float>::make(-1.0f, -1.0f, 0.0f),
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Vector3<float>::make(+1.0f, -1.0f, 0.0f),
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Vector3<float>::make(+1.0f, -1.0f, 0.0f),
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Vector3<float>::make(+1.0f, +1.0f, 0.0f)};
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Vector3<float>::make(+1.0f, +1.0f, 0.0f)};
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std::array<Vector3<float>, 4> normals{
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std::array<Vector3<float>, 4> normals{ //!< normals
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Vector3<float>::z_axis(), Vector3<float>::z_axis(),
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Vector3<float>::z_axis(), Vector3<float>::z_axis(),
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Vector3<float>::z_axis(), Vector3<float>::z_axis()};
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Vector3<float>::z_axis(), Vector3<float>::z_axis()};
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std::array<Vector2<float>, 4> texture_coordinates{
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std::array<Vector2<float>, 4> texture_coordinates{ //!< UV coordinates
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Vector2<float>::make(0.0f, 0.0f), Vector2<float>::make(1.0f, 0.0f),
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Vector2<float>::make(0.0f, 0.0f), Vector2<float>::make(1.0f, 0.0f),
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Vector2<float>::make(1.0f, 1.0f), Vector2<float>::make(0.0f, 1.0f)};
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Vector2<float>::make(1.0f, 1.0f), Vector2<float>::make(0.0f, 1.0f)};
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ChangeCountType change_count{};
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ChangeCountType change_count{}; //!< cookie to track changes
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};
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};
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} // namespace paradiso
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} // namespace paradiso
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