got basic screen working with pixel drawing and filling

This commit is contained in:
JJ Bliss
2026-04-25 14:47:54 -04:00
parent 623e01d169
commit 81abb061b3
3 changed files with 113 additions and 48 deletions
+1 -1
View File
@@ -10,7 +10,7 @@ HARE_SOURCES != find . -name '*.ha'
build: build/meadow
run: build
build/meadow pixel.rom
build/meadow screentest.rom
build/meadow: $(HARE_SOURCES)
hare build $(LIBS) -o build/meadow src/
+68 -41
View File
@@ -24,29 +24,30 @@ export fn main() void = {
defer sdl3::DestroyRenderer(render);
sdl3::SetRenderDrawColor(render, 0, 0, 128, 255)!;
const img = image::LoadTexture(render, c::nulstr("./assets/mascot.jpg\0"))!;
defer sdl3::DestroyTexture(img);
// const img = image::LoadTexture(render, c::nulstr("./assets/mascot.jpg\0"))!;
// defer sdl3::DestroyTexture(img);
let w = 0.0f32, h = 0.0f32;
sdl3::GetTextureSize(img, &w, &h)!;
sdl3::get_error()!;
const w = w: int, h = h: int;
// let w = 0.0f32, h = 0.0f32;
// sdl3::GetTextureSize(img, &w, &h)!;
// sdl3::get_error()!;
// const w = w: int, h = h: int;
let x = 0, y = 0;
let xd = 1, yd = 1;
// let x = 0, y = 0;
// let xd = 1, yd = 1;
const screen_w = WIDTH;
const screen_h = HEIGHT;
//Create blank texture for screen
const meadow_texture = sdl3::CreateTexture(render,
sdl3::PixelFormat::XRGB8888,
sdl3::PixelFormat::XRGB4444,
sdl3::TextureAccess::STATIC,
screen_w,
screen_h)!;
defer sdl3::DestroyTexture(meadow_texture);
// const pixeldata: [WIDTH * HEIGHT]u32 = [0...];
let pixeldata: *[uxn::MAXWIDTH * uxn::MAXHEIGHT]u32 = alloc([0...])!; //TODO figure out actual size
let pixeldata: *[uxn::MAXWIDTH * uxn::MAXHEIGHT]u16 = alloc([0...])!; //TODO figure out actual size
defer free (pixeldata);
let run = true;
let ev = sdl3::Event { ... };
@@ -116,11 +117,24 @@ export fn main() void = {
};
if(state.screen_size_changed){
let dims = uxn::get_window_size(state);
fmt::printfln("Setting window to width: {:x} height: {:x}", dims.width, dims.height)!;
// fmt::printfln("Setting window to width: {:x} height: {:x}", dims.width, dims.height)!;
if((dims.width != 0) && (dims.height !=0)){
//TODO, check current dims
//
sdl3::DestroyTexture(meadow_texture);
let w: int = dims.width: int;
let h: int = dims.height: int;
sdl3::SetWindowSize(win,dims.width: int,dims.height: int)!;
fmt::printfln("Setting window to width: {} height: {}", w, h)!;
sdl3::SetWindowSize(win,w,h)!;
meadow_texture = sdl3::CreateTexture(render,
sdl3::PixelFormat::XRGB4444,
sdl3::TextureAccess::STATIC,
w,
h)!;
state.screen_update = true;
};
@@ -129,20 +143,33 @@ export fn main() void = {
if(state.screen_update){
let pcount = 0;
for(let x: u16 = 0; x < screen_w: u16; x+=1 ){
for(let y: u16 = 0; y < screen_h: u16; y+=1 ){
const colshort = uxn::get_color(x,y,state);
const dims = uxn::get_window_size(state);
for(let y: u16 = 0; y <= dims.height: u16; y+=1 ){
for(let x: u16 = 0; x <= dims.width: u16; x+=1 ){
let colshort: u16 = uxn::get_color(x,y,state);
//take 16-bit color and transform to 32-bit number
//XRGB -> XXRXGXBX
const r = (colshort & 0x0F00): u32 << (3*4);
const g = (colshort & 0x00F0): u32 << (2*4);
const b = (colshort & 0x000F): u32 << (1*4);
const color: u32 = r | g | b;
// const r = (colshort & 0x0F00): u32 << (3*4);
// const g = (colshort & 0x00F0): u32 << (2*4);
// const b = (colshort & 0x000F): u32 << (1*4);
// const color: u32 = r | g | b;
// const data = pixeldata: *[*]u32; //
pixeldata[pcount] = color;
// if(colshort !=0x0fff){
// fmt::printfln("Pixel x: {:x} y: {:x} color: {:x}", x, y, colshort)!;
// };
// fmt::printfln("Pixel x: {} y: {} color: {:x} pcount: {:x}", x, y, colshort, pcount)!;
if(y == 0 && x < 64) colshort = 0;
const index: u32 = y: u32 * dims.width: u32 + x: u32;
// if(index < 10) fmt::printfln("pcount: {} index: {} x: {} y: {}", pcount, index, x, y)!;
pixeldata[index] = colshort;
pcount +=1;
};
// pixeldata[pcount] = 0;
// pcount += 4096;
};
const pitch: int = dims.width: int * 2;
fmt::printfln("Pitch is {}", pitch)!;
if(pitch > 0) sdl3::UpdateTexture(meadow_texture, null, pixeldata, pitch)!;
state.screen_update = false;
};
@@ -156,33 +183,33 @@ export fn main() void = {
sdl3::RenderClear(render)!;
sdl3::RenderTexture(render, img, null, &sdl3::FRect {
x = x: f32,
y = y: f32,
w = w: f32,
h = h: f32,
})!;
sdl3::UpdateTexture(meadow_texture, null, pixeldata: *opaque, 32)!;
sdl3::RenderTexture(render, meadow_texture, null, null)!;
// sdl3::RenderTexture(render, img, null, &sdl3::FRect {
// x = x: f32,
// y = y: f32,
// w = w: f32,
// h = h: f32,
// })!;
sdl3::RenderPresent(render)!;
sdl3::Delay(1000 / 60);
x += xd;
y += yd;
if (x + w >= WIDTH) {
xd = -1;
};
if (x <= 0) {
xd = 1;
};
if (y + h >= HEIGHT) {
yd = -1;
};
if (y <= 0) {
yd = 1;
};
// x += xd;
// y += yd;
// if (x + w >= WIDTH) {
// xd = -1;
// };
// if (x <= 0) {
// xd = 1;
// };
// if (y + h >= HEIGHT) {
// yd = -1;
// };
// if (y <= 0) {
// yd = 1;
// };
sdl3::get_error()!;
};
+40 -2
View File
@@ -45,7 +45,7 @@ fn initialize_uxn_mem() *uxn = {
stk = [[0...],[0...]],
running = false,
screen_size_changed = false,
screen_update = false,
screen_update = true,
screen = ([[0...]...],[[0...]...]),
palette = [0...],
})!;
@@ -117,6 +117,7 @@ fn regenerate_palettes(state: *uxn) void = {
state.palette[1] = ((r & 0x0f00) >> 0) | ((g & 0x0f00) >> 4) | ((b & 0x0f00) >> 8);
state.palette[2] = ((r & 0x00f0) << 4) | ((g & 0x00f0) >> 0) | ((b & 0x00f0) >> 4);
state.palette[3] = ((r & 0x000f) << 8) | ((g & 0x000f) << 4) | ((b & 0x000f) >> 0);
// fmt::printfln("Palette Color0: {:x} Color1: {:x} Color2: {:x} Color3: {:x}", state.palette[0], state.palette[1],state.palette[2],state.palette[3])!;
};
@@ -125,11 +126,39 @@ fn draw_pixel(value: u8, state: *uxn) void = {
const color = value & 0b00000011;
const x = short_from_bytes(state.dev[0x28],state.dev[0x29]);
const y = short_from_bytes(state.dev[0x2a],state.dev[0x2b]);
if((value & 0b01000000) == 0){
const fill: bool = (value & 0b10000000) != 0;
const layer1: bool = (value & 0b01000000) != 0;
const flipy: bool = (value & 0b00100000) != 0;
const flipx: bool = (value & 0b00010000) != 0;
if(!fill){
// fmt::printfln("Pixel at x: {:x} y: {:x} color: {:x}", x, y, color)!;
if(!layer1){
state.screen.0[x][y] = color;
} else {
state.screen.1[x][y] = color;
};
}else{
fmt::println("Doing Fill")!;
const dims = get_window_size(state);
const startx: u16 = if(flipx) {yield 0; }else{ yield x; };
const starty: u16 = if(flipy) {yield 0; }else{ yield y; };
const endx: u16 = if(flipx) {yield x; }else{ yield dims.width; };
const endy: u16 = if(flipy) {yield y; }else{ yield dims.height; };
// fmt::printfln("Fill startx: {:x} endx: {:x} starty: {:x} endy: {:x}", startx, endx, starty, endy)!;
for(let xl = startx; xl < endx; xl+=1){
for(let yl = starty; yl < endy; yl+=1){
// fmt::printfln("Filling at x: {:x} y: {:x} color: {:x}", xl, yl, color)!;
if(!layer1){
state.screen.0[xl][yl] = color;
} else {
state.screen.1[xl][yl] = color;
};
};
};
};
state.screen_update = true;
};
@@ -803,6 +832,15 @@ export fn uxn_init(path: str) ( *uxn | error ) = {
fmt::fatalf("Error reading: {}", io::strerror(err));
};
io::close(romfile)!; //TODO, isn't there some kind of oversized roms?
//Initialize default colors TODO look for .theme files
state.dev[0x08] = 0xf0;
state.dev[0x09] = 0x7f;
state.dev[0x0a] = 0xf0;
state.dev[0x0b] = 0xd6;
state.dev[0x0c] = 0xf0;
state.dev[0x0d] = 0xb2;
regenerate_palettes(state);
return state;
};
export fn uxn_reset(state: *uxn) void = {