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Screen.cpp
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140 lines (114 loc) · 4.32 KB
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//
// Created by Daniel Chen on 2020-02-27.
//
#include <iomanip>
#include <iostream>
#include <inttypes.h>
#include "Screen.h"
using namespace std;
namespace ParticleExplosionProject{
Screen::Screen(): m_window(NULL), m_texture(NULL), m_renderer(NULL), m_buffer1(NULL), m_buffer2(NULL){
}
bool Screen::init() {
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
cout << "Fail to initialize SDL." << endl;
return false;
}
m_window = SDL_CreateWindow("Particle Fire Explosion",
SDL_WINDOWPOS_UNDEFINED, SDL_WINDOWPOS_UNDEFINED,
SCREEN_WIDTH, SCREEN_HEIGHT, SDL_WINDOW_SHOWN);
if (m_window == NULL) {
SDL_Quit();
return false;
}
m_renderer = SDL_CreateRenderer(m_window, -1, SDL_RENDERER_PRESENTVSYNC);
m_texture = SDL_CreateTexture(m_renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_STATIC,
SCREEN_WIDTH, SCREEN_HEIGHT);
if (m_renderer == NULL) {
cout << "Couldn't create renderer." << flush;
SDL_DestroyWindow(m_window);
SDL_Quit();
return false;
}
if (m_texture == NULL) {
cout << "Couldn't create texture." << flush;
SDL_DestroyRenderer(m_renderer);
SDL_DestroyWindow(m_window);
SDL_Quit();
return false;
}
m_buffer1 = new Uint32[SCREEN_WIDTH * SCREEN_HEIGHT];
m_buffer2 = new Uint32[SCREEN_WIDTH * SCREEN_HEIGHT];
memset(m_buffer1, 0, SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(Uint32));
memset(m_buffer2, 0, SCREEN_WIDTH * SCREEN_HEIGHT * sizeof(Uint32));
return true;
}
void Screen::update() {
SDL_UpdateTexture(m_texture, NULL, m_buffer1, SCREEN_WIDTH * sizeof(Uint32));
SDL_RenderClear(m_renderer);
SDL_RenderCopy(m_renderer, m_texture, NULL, NULL);
SDL_RenderPresent(m_renderer);
}
void Screen::setPixel(int x, int y, uint8_t red, uint8_t green, uint8_t blue) {
if (x < 0 || x >= SCREEN_WIDTH || y < 0 || y >= SCREEN_HEIGHT) {
return;
}
uint8_t alpha = 0xFF;
uint32_t colour = (red << 24) | (green << 16) | (blue << 8) | alpha;
m_buffer1[(y * SCREEN_WIDTH) + x] = colour;
}
bool Screen::processEvents() {
SDL_Event event;
while (SDL_PollEvent(&event)) {
if (event.type == SDL_QUIT) {
return false;
}
}
return true;
}
void Screen::close() {
delete [] m_buffer1;
delete [] m_buffer2;
SDL_DestroyRenderer(m_renderer);
SDL_DestroyTexture(m_texture);
SDL_DestroyWindow(m_window);
SDL_Quit();
}
void Screen::boxBlur() {
// Swap the buffer so pixels are in buffer2 and we are drawing buffer1
Uint32 *temp = m_buffer1;
m_buffer1 = m_buffer2;
m_buffer2 = temp;
for (int y = 0; y < SCREEN_HEIGHT; y++) {
for (int x = 0; x < SCREEN_WIDTH; x++) {
/*
* 0 0 0
* 0 1 0
* 0 0 0
*/
int redTotal = 0;
int greenTotal = 0;
int blueTotal = 0;
for (int row = -1; row <= 1; row++) {
for (int col = -1; col <= 1; col++) {
int currentX = x + col;
int currentY = y + row;
if (currentX >= 0 && currentX < SCREEN_WIDTH && currentY >= 0 && currentY < SCREEN_HEIGHT) {
Uint32 colour = m_buffer2[(currentY * SCREEN_WIDTH) + currentX];
Uint8 red = colour >> 24;
Uint8 green = colour >> 16;
Uint8 blue = colour >> 8;
redTotal += red;
greenTotal += green;
blueTotal += blue;
}
}
Uint8 red = redTotal / 9;
Uint8 green = greenTotal / 9;
Uint8 blue = blueTotal / 9;
setPixel(x, y, red, green, blue);
}
}
}
}
}