71 lines
2.4 KiB
Zig
71 lines
2.4 KiB
Zig
const std = @import("std");
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const sdl = @cImport({
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@cInclude("SDL.h");
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});
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// From: https://github.com/Nelarius/weekend-raytracer-zig/blob/master/src/main.zig
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// See https://github.com/zig-lang/zig/issues/565
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// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED SDL_WINDOWPOS_UNDEFINED_DISPLAY(0)
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// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED_DISPLAY(X) (SDL_WINDOWPOS_UNDEFINED_MASK|(X))
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// SDL_video.h:#define SDL_WINDOWPOS_UNDEFINED_MASK 0x1FFF0000u
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const SDL_WINDOWPOS_UNDEFINED = @bitCast(c_int, sdl.SDL_WINDOWPOS_UNDEFINED_MASK);
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const win_width = 640;
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const win_height = 320;
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const fps = 60;
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pub fn main() anyerror!void {
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if (sdl.SDL_Init(sdl.SDL_INIT_VIDEO) != 0) {
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std.log.err("Unable to initialize SDL: {}", .{sdl.SDL_GetError()});
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return error.SDLInitializationFailed;
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}
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defer sdl.SDL_Quit();
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const window = sdl.SDL_CreateWindow("Raytracing in One Weekend", SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED, win_width, win_height, sdl.SDL_WINDOW_OPENGL) orelse {
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std.log.err("Unable to create window: {}", .{sdl.SDL_GetError()});
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return error.SDLInitializationFailed;
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};
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const surface = sdl.SDL_GetWindowSurface(window) orelse {
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std.log.err("Unable to get window surface: {}", .{sdl.SDL_GetError()});
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return error.SDLInitializationFailed;
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};
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{
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_ = sdl.SDL_LockSurface(surface);
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var h: usize = 0;
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while (h < win_height) {
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var w: usize = 0;
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while (w < win_width) {
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// std.log.info("w = {}, h = {}", .{ w, h });
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const index = w * 4 + h * @intCast(usize, surface.*.pitch);
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const target_pixel = @ptrToInt(surface.*.pixels) + index;
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@intToPtr(*u32, target_pixel).* = 0xffffffff;
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w += 1;
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}
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h += 1;
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}
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defer sdl.SDL_UnlockSurface(surface);
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}
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if (sdl.SDL_UpdateWindowSurface(window) != 0) {
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std.log.err("Error updating window surface: {}", .{sdl.SDL_GetError()});
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return error.SDLUpdateWindowFailed;
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}
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var running = true;
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while (running) {
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var event: sdl.SDL_Event = undefined;
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while (sdl.SDL_PollEvent(&event) != 0) {
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switch (event.@"type") {
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sdl.SDL_QUIT => {
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running = false;
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},
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else => {},
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}
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}
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sdl.SDL_Delay(1000 / fps);
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}
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}
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