X-Git-Url: http://git.shadowcat.co.uk/gitweb/gitweb.cgi?a=blobdiff_plain;f=pages%2Fblog-0006.html-inc;h=21af3c62575cc586c0963c4e159ff88dcc5aae7f;hb=a3de848879a5553418ed11fb193c4bf286ca7120;hp=2e202e79e222745e30148733ba74569908ecbd32;hpb=c8ad4fe9f211e727310a1ce6d23ffb1d7822d71f;p=sdlgit%2FSDL-Site.git diff --git a/pages/blog-0006.html-inc b/pages/blog-0006.html-inc index 2e202e7..21af3c6 100644 --- a/pages/blog-0006.html-inc +++ b/pages/blog-0006.html-inc @@ -1,81 +1,38 @@

-Providing direct memory access to SDL_Surface's pixels +Perl+SDL 3D Rendering

-

In an attempt to make pixel access easier on SDL_Surface pixels. I have started work on SDLx::Surface. So far I have only start on the 32 bpp surfaces.


-

The general idea is to make Pointer Values (PV) of each pixel in the surface and place them into a 2D matrix. First I make pointer values like this:


-
SV * get_pixel32 (SDL_Surface *surface, int x, int y)
-{
- //Convert the pixels to 32 bit 
- Uint32 *pixels = (Uint32 *)surface->pixels; 
-
- //Get the requested pixel  
- Uint32* u_ptr =  pixels + ( y * surface->w ) + x ; 
-
-        SV* sv = newSVpv("a",1); //Make a temp SV* value on the go
-        SvCUR_set(sv, sizeof(Uint32)); //Specify the new CUR length
- SvLEN_set(sv, sizeof(Uint32)); //Specify the LEN length
-        SvPV_set(sv,(char*)u_ptr); // set the actual pixel's pointer as the memory space to use
-
- return sv; //make a modifiable reference using u_ptr's place as the memory :)
-
-}
-

-

Next I loop through all the pixels and put them in a 2D array format, shown below:

AV * construct_p_matrix ( SDL_Surface *surface )
-{
-    AV * matrix = newAV();
-     int i, j;
-     for(  i =0 ; i < surface->w; i++)
-      {
-        AV * matrix_row = newAV();
-        for( j =0 ; j < surface->h; j++)
-        {
-           av_push(matrix_row, get_pixel32(surface, i,j) );
-        }
-        av_push(matrix, newRV_noinc((SV*) matrix_row) );
-      }
-
- return matrix;
-}
-

-

You can see the complete here.


-

In Perl I can do a get access on this pixel using:


+Recently we have done a lot of work on the next release of SDL Perl. But it all pays off when I see users do cool things as one of the users has done below. Talon^++! This project is a great example for people wanting to learn 3D from scratch.

-
my $surf32_matrix = SDLx::Surface::pixel_array($screen_surface);
-   print unpack 'b*', $surf32_matrix->[0][0]; # pixel value at x = 0 and y =0
-#OUTPUT:
-# 11111111000000000000000000000000
-

-

The structure of the PV is using Devel::Peek is :


-
print Dump $surf32_matrix->[0][0];
-#OUTPUT:
-#SV = PV(0xed0dbc) at 0xeb5344
-#  REFCNT = 1
-#  FLAGS = (POK,pPOK)
-#  PV = 0x9e04ac "\0\0\377\0"
-#  CUR = 4
-#  LEN = 4
-

-

The problem is in setting the value of this pointer value. I have tried the following things with no success:


-
if ( SDL::Video::MUSTLOCK($screen_surface) ) {
-    return if ( SDL::Video::lock_surface($screen_surface) < 0 ); #required for pixel operations
-}
-
-#USING pack
-
-my $green = pack 'b*', '11111111000000000000000000000000';
-substr( $surf32_matrix->[0][0], 0, 8 * 4, $green); #no change
-#substr( $surf32_matrix->[0][0], 0, 8 * 4, 0xFF000000); segfault
-substr( ${$surf32_matrix->[0][0]}, 0, 8 * 4, 0xFF000000); #no change
-#$surf32_matrix->[0][0] = $green; SEGFAULT's cannot write to memory
-${$surf32_matrix->[0][0]} = $green; #no change
-
-
-SDL::Video::unlock_surface($screen_surface)
-  if ( SDL::Video::MUSTLOCK($screen_surface) );
-

-

You can see an example here.


-

Any help will be greatly appreciated.

-


-

\ No newline at end of file +--yapgh
+
+
This was a project to test how well Perl+SDL performs and does not use OpenGL at all. This is all perl and SDL, with the help of libsdl_gfx for SDL::GFX::Primitives. Texture mapping doesn't use SDL::GFX::Primitives because textured_polygon just takes a surface, tiles it, and clips out the polygon, which doesn't look 3D at all.
+
+Below are some screen shots of this little toy in action. If you'd like to try it yourself, you can download the entire project here. You can rotate the objects with the mouse, or keyboard arrows. Also press shift to toggle shading and space to switch objects.
+
+NOTE: the project is compressed in the .tgz format, if you are a windows user, you may need a tool like 7zip to extract the contents.
+
+
Standard Cube:
+

+

Standard Cube with Pseudo Shading:
+
+

+

Standard Diamond:
+
+

+

Standard Diamond with Pseudo Shading:
+
+

+

Textured Cube:
+
+

+

Perspectively Correct Textured Cube:
+
+

+

Perspectively Correct Textured Cube with shading:
+
+

+
+


+

\ No newline at end of file