Dokumentation ...

This commit is contained in:
Hartmut Seichter 2023-07-01 14:35:14 +02:00
parent d21f526290
commit 1a5287bbc2
4 changed files with 110 additions and 58 deletions

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@ -56,16 +56,21 @@ void main() {
auto main() -> int { auto main() -> int {
// Ausgabefenster ... sieht aus als wäre es auf dem Stack
auto window = paradiso::Window(); auto window = paradiso::Window();
window.set_size(paradiso::Size{.width = 1280, .height = 720}) // wir bauen ein Fenster ...
.set_position(paradiso::Point{.x = 100, .y = 100}) window
.set_title("PardiSO") .set_size(paradiso::Size{.width = 1280, .height = 720}) // ... Grösse
.set_visible(true); .set_position(paradiso::Point{.x = 100, .y = 100}) // ... Position
.set_title("PardiSO") // ... Titel
.set_visible(true); // ... und jetzt anzeigen!
// der Fenster Kontext
auto ctx = paradiso::Context{}; auto ctx = paradiso::Context{};
auto sprite = paradiso::Sprite { // als Beispiel eine Sprite mit farbiger Textur
auto sprite = paradiso::Sprite{
.bitmap = paradiso::Bitmap::from_data( .bitmap = paradiso::Bitmap::from_data(
paradiso::Size{2, 2}, paradiso::Size{2, 2},
paradiso::RGBA::from_rgba(0x00, 0xFF, 0x00, 0x80), // G paradiso::RGBA::from_rgba(0x00, 0xFF, 0x00, 0x80), // G
@ -74,35 +79,58 @@ auto main() -> int {
paradiso::RGBA::from_rgba(0xFF, 0x00, 0xFF, 0x80)) // C paradiso::RGBA::from_rgba(0xFF, 0x00, 0xFF, 0x80)) // C
}; };
// das eigentliche 2D rendering sub-system
auto renderer = paradiso::Renderer{}; auto renderer = paradiso::Renderer{};
// ein Shader (Schattierungsprogramm)
auto shader = paradiso::Shader{}; auto shader = paradiso::Shader{};
// hier werden die Shader Programme geladen, kompiliert usw.
setup_shaders(shader); setup_shaders(shader);
// kein schönes Design: dies sind globale Variablen ...
uint8_t slider_value = 0xFF; uint8_t slider_value = 0xFF;
bool want_close{false}; bool want_close{false};
int frame_counter = 10;
// eine sehr rudimentäre Eingabebehandlung. Bei vorhandenen
// Eingaben landen diese hier. Wer sich am Design beteiligen
// möchte, kann hier einen eleganteren Vorschlag machen
window.set_keyboardcallback( window.set_keyboardcallback(
[&](auto& w, int key, int scancode, int action, int mods) { [&](auto& w, int key, int scancode, int action, int mods) {
if (key == 'Q' || key == 256) if (key == 'Q' || key == 256)
want_close = true; want_close = true;
else if (key == 'A' ) { else if (key == 'A') {
slider_value += 10; slider_value += 10;
} }
}); });
// das update führt den hier mitgegebnen Ausdruck innerhalb der internen
// Updates des Fensters auf. Es wird hier auch explizit ein bool gefordert
// damit das update auch zu jederzeit unterbrochen werden kann
while (window.update([&](auto& w) -> bool { while (window.update([&](auto& w) -> bool {
// Context behandelt den sogenannten viewport - Hintergrund löschen,
// grösse usw. werden hier behandelt
ctx.set_clearcolor(paradiso::RGBA::from_rgb(slider_value, slider_value, slider_value)); ctx.set_clearcolor(
paradiso::RGBA::from_rgb(slider_value, slider_value, slider_value));
// ein viewport stellt die Sicht der Kamera dar, d.h. bei quadratischen
// Pixeln sollte hier auch eine dementsprechende Grösse eingestellt
// werden
ctx.set_viewport(paradiso::Rectangle{ ctx.set_viewport(paradiso::Rectangle{
.size = w.client_size() .size =
w.client_size().minimal_extent() // wir wollen das
// Seitenverhältnis beibehalten
}); });
// hier wird das eigentliche löschen des vorherigen Inhalts ausgelöst
ctx.clear(); ctx.clear();
// Ein `renderer` kann nur mit einer Sprite verwendet werden!
// Aber ein Shader kann man für mehrere Sprite-Renderer Kombis verwenden
renderer.draw(sprite, shader); renderer.draw(sprite, shader);
// ... signalisiere ob wir weitermachen wollen ...
return !want_close; return !want_close;
})) { })) {
}; };

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@ -23,44 +23,70 @@
#ifndef PARADISO_BITMAP_HPP #ifndef PARADISO_BITMAP_HPP
#define PARADISO_BITMAP_HPP #define PARADISO_BITMAP_HPP
#include <paradiso/globals.hpp>
#include <paradiso/geometry.hpp> #include <paradiso/geometry.hpp>
#include <paradiso/globals.hpp>
#include <paradiso/rgba.hpp> #include <paradiso/rgba.hpp>
namespace paradiso { namespace paradiso {
/**
* @brief aggregate to handle bitmap data
*/
struct Bitmap final { struct Bitmap final {
/**
* @brief creates an empty bitmap
* @param[in] size extent of bitmap
* @return an empty bitmap
*/
constexpr static Bitmap empty(Size size) noexcept { constexpr static Bitmap empty(Size size) noexcept {
return {.size = size, .data = std::vector<RGBA>{size.area()}}; return {.size = size, .data = std::vector<RGBA>{size.area()}};
} }
/**
* @brief creates a bitmap from manually adding data
* @param[in] size extent of bitmap
* @param[in] values values to set the bitmap from
* @return bitmap with data from this call
*/
template <typename... Arguments> template <typename... Arguments>
static constexpr Bitmap from_data(Size size, Arguments... values) noexcept { static constexpr Bitmap from_data(Size size, Arguments... values) noexcept {
assert(sizeof...(Arguments) == size.height * size.width); assert(sizeof...(Arguments) == size.height * size.width);
return { return {.size = size, .data = {values...}};
.size = size,
.data = {values...}
};
} }
/**
* @brief fills a bitmap uniformly
* @param[in] color RGBA value of a color
* @return reference to itself
*/
constexpr auto fill(const RGBA& color) noexcept { constexpr auto fill(const RGBA& color) noexcept {
std::fill(data.begin(), data.end(), color); std::fill(data.begin(), data.end(), color);
return *this; return *this;
} }
/**
* @brief access a pixel by position
* @param[in] x x-component of position
* @param[in] y y-component of position
* @return reference to pixel data at position
*/
constexpr RGBA& pixel(std::integral auto x, std::integral auto y) { constexpr RGBA& pixel(std::integral auto x, std::integral auto y) {
return data[y * size.width + x]; return data[y * size.width + x];
} }
/**
* @brief access a pixel by position
* @param[in] x x-component of position
* @param[in] y y-component of position
* @return const reference to pixel data at position
*/
constexpr const RGBA& pixel(std::integral auto x, constexpr const RGBA& pixel(std::integral auto x,
std::integral auto y) const { std::integral auto y) const {
return data[y * size.width + x]; return data[y * size.width + x];
} }
Size size{.width = 0, .height = 0}; Size size{.width = 0, .height = 0}; //!< extent of bitmap
std::vector<RGBA> data{}; std::vector<RGBA> data{}; //!< data storage
}; };
} // namespace paradiso } // namespace paradiso

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@ -25,37 +25,34 @@
#include <paradiso/globals.hpp> #include <paradiso/globals.hpp>
namespace paradiso namespace paradiso {
{
struct Point final struct Point final {
{
using value_type = int32_t; using value_type = int32_t;
value_type x{0}, y{0}; value_type x{0}, y{0};
}; };
struct Size final struct Size final {
{
using value_type = uint32_t; using value_type = uint32_t;
value_type width{0}, height{0}; value_type width{0}, height{0};
constexpr auto area() const noexcept constexpr auto area() const noexcept { return width * height; }
{
return width * height;
}
};
struct Rectangle constexpr Size minimal_extent() const noexcept {
{ return {.width = std::min(width, height),
.height = std::min(width, height)};
}
};
struct Rectangle {
Point position; Point position;
Size size; Size size;
constexpr bool contains(const Point &p) const noexcept constexpr bool contains(const Point& p) const noexcept {
{
return p.x >= position.x && p.x <= position.x + size.width && return p.x >= position.x && p.x <= position.x + size.width &&
p.y >= position.y && p.y <= position.y + size.height; p.y >= position.y && p.y <= position.y + size.height;
} }
}; };
} } // namespace paradiso
#endif #endif

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@ -23,21 +23,22 @@
#ifndef PARADISO_SPRITE_HPP #ifndef PARADISO_SPRITE_HPP
#define PARADISO_SPRITE_HPP #define PARADISO_SPRITE_HPP
#include <paradiso/bitmap.hpp>
#include <paradiso/globals.hpp> #include <paradiso/globals.hpp>
#include <paradiso/bitmap.hpp>
#include <paradiso/matrix.hpp> #include <paradiso/matrix.hpp>
#include <paradiso/vector.hpp> #include <paradiso/vector.hpp>
namespace paradiso { namespace paradiso {
/**
* @brief simple sprite handler
*/
struct Sprite final { struct Sprite final {
using ChangeCountType = std::uint64_t; using ChangeCountType = std::uint64_t;
static constexpr Sprite create() noexcept { return {}; } Bitmap bitmap{}; //!< associated bitmap
Bitmap bitmap{}; Vector2<float> pivot{Vector2<float>::zero()}; //!< center point
Vector2<float> pivot{Vector2<float>::zero()};
// 0 3 | y // 0 3 | y
// +------+ | ^ // +------+ | ^
@ -46,23 +47,23 @@ struct Sprite final {
// +------+ | z // +------+ | z
// 1 2 | // 1 2 |
std::array<std::uint32_t, 6> indices{0, 1, 2, 0, 2, 3}; std::array<std::uint32_t, 6> indices{0, 1, 2, 0, 2, 3}; //!< topology
std::array<Vector3<float>, 4> vertices{ std::array<Vector3<float>, 4> vertices{ //!< geometry
Vector3<float>::make(-1.0f, +1.0f, 0.0f), Vector3<float>::make(-1.0f, +1.0f, 0.0f),
Vector3<float>::make(-1.0f, -1.0f, 0.0f), Vector3<float>::make(-1.0f, -1.0f, 0.0f),
Vector3<float>::make(+1.0f, -1.0f, 0.0f), Vector3<float>::make(+1.0f, -1.0f, 0.0f),
Vector3<float>::make(+1.0f, +1.0f, 0.0f)}; Vector3<float>::make(+1.0f, +1.0f, 0.0f)};
std::array<Vector3<float>, 4> normals{ std::array<Vector3<float>, 4> normals{ //!< normals
Vector3<float>::z_axis(), Vector3<float>::z_axis(), Vector3<float>::z_axis(), Vector3<float>::z_axis(),
Vector3<float>::z_axis(), Vector3<float>::z_axis()}; Vector3<float>::z_axis(), Vector3<float>::z_axis()};
std::array<Vector2<float>, 4> texture_coordinates{ std::array<Vector2<float>, 4> texture_coordinates{ //!< UV coordinates
Vector2<float>::make(0.0f, 0.0f), Vector2<float>::make(1.0f, 0.0f), Vector2<float>::make(0.0f, 0.0f), Vector2<float>::make(1.0f, 0.0f),
Vector2<float>::make(1.0f, 1.0f), Vector2<float>::make(0.0f, 1.0f)}; Vector2<float>::make(1.0f, 1.0f), Vector2<float>::make(0.0f, 1.0f)};
ChangeCountType change_count{}; ChangeCountType change_count{}; //!< cookie to track changes
}; };
} // namespace paradiso } // namespace paradiso