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ZERO libraries

Zero aims to be the solution to this common question...

"How can I simply put a pixel on the screen?"

...by gathering different implementations, depending on the platform, language or technology you want to use, using a common and extremely simple API.

It can be used as a learning tool for children, a testbed to implement classic or new CG routines, experiment, make apps or games, for example.

It is deeply inspired by the old Demoscene library TinyPTC by Gaffer.

Current implementations

C status
PNG Writes frames to PNG files working
wingdi Windows GDI working
wingl Windows OpenGL planned
linuxx11 Linux X11 working
linuxgl Linux OpenGL working
linuxfb Linux Framebuffer working
Javascript status
canvas HTML canvas working
WebGL HTML WebGL planned

Contributions

PRs are very very welcomed. It would be really great to convert this in a bible of how to put pixels in all architectures and languages, and that's something near impossible for a single person (at least for myself).

Corrections and suggestions are very welcomed too. I'm not an expert in this field and I already assume I'm making lots of mistakes.

Anybody trying to add an implementation should try to adhere to the KISS principle. Specially, I'd like to:

  • Keep the external dependencies to a minimum, or none. The ideal usage of the library should be a single include.

  • Do not make it too generic, full of options and supporting many pixel formats. We are only targeting typical RGB(A) and Indexed color modes, 8 bits per component.

API

  • zero_open (target, width, height, depth, scale)
  • zero_update (framebuffer, palette)
  • zero_events(handler)
  • zero_close()

zero_open (target, width, height, depth, scale)

Opens or initializes a window with specific properties.

target

Depending on the implementation used, target has different meanings. For example, in Javascript it means a DOM selector; in windows GDI it means the title of the window to create; in png means a file name, etc.

width, height

Dimensions of the image, in pixels.

depth

  • 1 for indexed images (that need a palette)
  • 3 for RGB images
  • 4 for RGBA (not supported in all implementations)

scale

Multiplier of width and height, which affects the dimensions of the output (window, canvas, image file, ...). So if you set scale to 2, the window/canvas/image size will be the double of your frame size.

zero_update (framebuffer, palette)

Sends the frame data (and optional color palette) to the window.

framebuffer

Pointer to the image buffer. No checks are done about the format of the buffer content.

palette

If depth is set to 1, a palette (array of R,G,B items) must be passed. Otherwise, this value is ignored.

zero_close ()

Closes the window, freeing resources.

zero_events(handler(type, param1, param2) )

Registers a function callback that will be called whenever an event occur. The handler must be a function that takes 3 parameters:

  • type a number with the event type code. See next table for a reference of the constant codes you can use.
  • param1 and param2 are two numeric parameters which meaning depends on the even type:
type code param1 meaning param2 meaning
RESIZE new window width height
KEY_DOWN key code modifiers bitfield
KEY_UP key code modifiers bitfield
MOUSE_DOWN button modifiers bitfield
MOUSE_UP button modifiers bitfield
MOUSE_MOVE x y
MOUSE_ENTER none none
MOUSE_LEAVE none none

Examples

They are mostly in pseudocode because it could be written in any of the languages supported by the library, just adapting it to the idiosyncrasies of the language.

Noise

This example produces an animated random noise. In pseudocode:

framebuffer = array of 320 x 200 x 4 bytes
zero_open("Noise app", 320, 200, 4, 1)
while True do:
  for i in framebuffer.length do:
    framebuffer[i] = random(0, 255)
  zero_update(framebuffer, NIL)

In C:

#include "zero.h"
void main(){
  unsigned char framebuffer[320 * 200 * 4];
  zero_open("Noise app", 320, 200, 4, 1);
  while(1){
    for (int i = 0; i < 320 * 200 * 4; i++){
      framebuffer[i] = rand() % 255;
    }
    zero_update(framebuffer, NULL);
  }
}

Drawing

This is a basic pseudocode example of a whole functional drawing program in a 500x500 window/canvas for drawing with mouse, and quits with any key:

run = true
drawing = false
framebuffer = array of 500 x 500 x 4 bytes

function PROCESS_EVENTS(event_type, param1, param2)
  case of event_type is:
    KEY_DOWN: run = false
    MOUSE_DOWN: drawing = true
    MOUSE_UP: drawing = false
    MOUSE_MOVE: if drawing is true then:
      idx = (param2 * 500 + param1) * 4  // get position in framebuffer
      framebuffer[idx] = 255  // paint pixel with red


function MAIN
  zero_open("Drawing program", 500, 500, 4, 1)
  zero_events(PROCESS_EVENTS)
  while run is true do:
    zero_update(framebuffer, NIL)
  zero_close()

(you can check out the Linux OpenGL implementation)

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