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1<!DOCTYPE html> 2<html lang="en"> 3 <head> 4 <link rel="stylesheet" href="/style.css"> 5 <link rel="stylesheet" href="/syntax.css"> 6 <meta charset="UTF-8"> 7 <meta name="viewport" content="initial-scale=1"> 8 <meta content="#ffffff" name="theme-color"> 9 <meta name="HandheldFriendly" content="true"> 10 <meta property="og:title" content="SDL2 Devlog"> 11 <meta property="og:type" content="website"> 12 <meta property="og:description" content="a static site {for, by, about} me "> 13 <meta property="og:url" content="https://oppi.li/posts/SDL2_devlog"> 14 <link rel="icon" type="image/x-icon" href="/favicon.png"> 15 <title>SDL2 Devlog · oppi.li</title> 16 <body> 17 <div class="posts"> 18 <div class="post"> 19 <a href="/" class="post-end-link">Home</a> 20 <span>/</span> 21 <a href="/posts" class="post-end-link">Posts</a> 22 <span>/</span> 23 <a class="post-end-link">SDL2 Devlog</a> 24 <a class="stats post-end-link" href="https://tangled.sh/@oppi.li/site/raw/main/posts/SDL2_devlog.md 25">View Raw</a> 26 <div class="separator"></div> 27 <div class="date"> 28 11/04 — 2021 29 <div class="stats"> 30 <span class="stats-number"> 31 124.28 32 </span> 33 <span class="stats-unit">cm</span> 34 &nbsp 35 <span class="stats-number"> 36 10.0 37 </span> 38 <span class="stats-unit">min</span> 39 </div> 40 </div> 41 <h1> 42 SDL2 Devlog 43 </h1> 44 <div class="post-text"> 45 <p>I have been working on an editor for the <a 46href="https://git.peppe.rs/graphics/obi/about">One Bit Image</a> file 47format in Rust and SDL2. This entry in my blog follows my progress on 48the editor. The days are listed in reverse chronological order, begin 49from the bottom, if this is your first time on this page.</p> 50<h3 id="day-20">Day 20</h3> 51<p>More <code>lisp</code> stuff! I added a new brush, for rectangular 52selections. While selection doesn’t do much on its own, the selected 53area can be passed onto a <code>lisp</code> procedure, for example, a 54procedure to draw horizontal black and white lines:</p> 55<figure> 56<video src="https://u.peppe.rs/frU.mp4" controls=""><a 57href="https://u.peppe.rs/frU.mp4">Day 20</a></video> 58<figcaption aria-hidden="true">Day 20</figcaption> 59</figure> 60<h3 id="day-19">Day 19</h3> 61<p>Attempted <a href="https://peppe.rs/art/conduit.png">some isometric 62art</a> within the editor. The angles displayed alongside the line brush 63are handly, however, having only a rectangular grid did not help. I 64implemented an isometric grid today. Isometric grids in pixel art differ 65in that the tangent of the isometric angle is exactly 0.5! For every 66pixel down, you go exactly two pixels sideways. The math works out 67really well in the drawing procedures too, dealing with floating points 68is a pain.</p> 69<figure> 70<img src="https://u.peppe.rs/1Kb.png" alt="Day 19" /> 71<figcaption aria-hidden="true">Day 19</figcaption> 72</figure> 73<h3 id="day-18">Day 18</h3> 74<p>I added basic support for guides, they can be added and activated 75from the <code>lisp</code> REPL. Another long standing improvement I 76wanted to make was reworking the pixmap drawing procedure. The old 77procedure draws a square for each pixel in the pixmap, coloured 78according to its value in the pixmap. Naturally, this means, for an 79<strong>NxN</strong> pixmap, there are <strong></strong> calls to SDL! 80I reworked this procedure to compress each line of the pixmap using RLE 81(run length encoding), and call out to SDL for each run in the line. 82This drastically improved drawing speeds on larger grids. The following 83is a comparison between the two procedures, the leftmost picture is the 84rendered image, the middle picture is the optimized drawing procedure 85(draws each run instead of pixel), and the right most picture is the 86primitive drawing procedure (draws each pixel):</p> 87<figure> 88<img src="https://u.peppe.rs/U4B.png" alt="Day 18" /> 89<figcaption aria-hidden="true">Day 18</figcaption> 90</figure> 91<h3 id="day-17">Day 17</h3> 92<p>I decided to give the text-only statusline a touch up, by adding a 93active color and dither level preview. Aligning the “widget” to the 94right of statusline involved a lot more than I thought, so I created a 95ghetto CSS-like rectangle placement system to position containers inside 96containers:</p> 97<div class="sourceCode" id="cb1"><pre 98class="sourceCode rust"><code class="sourceCode rust"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a><span class="co">// roughly something like this</span></span> 99<span id="cb1-2"><a href="#cb1-2" aria-hidden="true" tabindex="-1"></a><span class="kw">let</span> statusline <span class="op">=</span> </span> 100<span id="cb1-3"><a href="#cb1-3" aria-hidden="true" tabindex="-1"></a> <span class="pp">Container::</span>new(<span class="pp">Offset::</span>Left(<span class="dv">0</span>)<span class="op">,</span> <span class="pp">Offset::</span>Bottom(<span class="dv">40</span>))</span> 101<span id="cb1-4"><a href="#cb1-4" aria-hidden="true" tabindex="-1"></a> <span class="op">.</span>width(<span class="pp">Size::</span>Max)</span> 102<span id="cb1-5"><a href="#cb1-5" aria-hidden="true" tabindex="-1"></a> <span class="op">.</span>height(<span class="pp">Size::</span>Absolute(<span class="dv">20</span>))<span class="op">;</span></span> 103<span id="cb1-6"><a href="#cb1-6" aria-hidden="true" tabindex="-1"></a> </span> 104<span id="cb1-7"><a href="#cb1-7" aria-hidden="true" tabindex="-1"></a><span class="kw">let</span> <span class="kw">mut</span> primary <span class="op">=</span> <span class="pp">Container::</span>uninit()</span> 105<span id="cb1-8"><a href="#cb1-8" aria-hidden="true" tabindex="-1"></a> <span class="op">.</span>width(<span class="pp">Size::</span>Absolute(<span class="dv">16</span>))</span> 106<span id="cb1-9"><a href="#cb1-9" aria-hidden="true" tabindex="-1"></a> <span class="op">.</span>height(<span class="pp">Size::</span>Absolute(<span class="dv">16</span>))<span class="op">;</span></span> 107<span id="cb1-10"><a href="#cb1-10" aria-hidden="true" tabindex="-1"></a> </span> 108<span id="cb1-11"><a href="#cb1-11" aria-hidden="true" tabindex="-1"></a>container<span class="op">.</span>place(</span> 109<span id="cb1-12"><a href="#cb1-12" aria-hidden="true" tabindex="-1"></a> <span class="op">&amp;</span><span class="kw">mut</span> padding_box<span class="op">,</span></span> 110<span id="cb1-13"><a href="#cb1-13" aria-hidden="true" tabindex="-1"></a> <span class="pp">HorAlign::</span>Right<span class="op">,</span></span> 111<span id="cb1-14"><a href="#cb1-14" aria-hidden="true" tabindex="-1"></a> <span class="pp">VertAlign::</span>Center</span> 112<span id="cb1-15"><a href="#cb1-15" aria-hidden="true" tabindex="-1"></a>)<span class="op">;</span></span></code></pre></div> 113<p>The result (brush preview on the bottom right):</p> 114<figure> 115<video src="https://u.peppe.rs/OtU.mp4" controls=""><a 116href="https://u.peppe.rs/OtU.mp4">Day 17</a></video> 117<figcaption aria-hidden="true">Day 17</figcaption> 118</figure> 119<h3 id="day-16">Day 16</h3> 120<p>The embedded lisp is coming along nicely, users can load a custom 121<code>rc.lisp</code>, which is evaluated on startup. To disable to grid 122on start, for example:</p> 123<div class="sourceCode" id="cb2"><pre 124class="sourceCode scheme"><code class="sourceCode scheme"><span id="cb2-1"><a href="#cb2-1" aria-hidden="true" tabindex="-1"></a><span class="co">;;; rc.lisp</span></span> 125<span id="cb2-2"><a href="#cb2-2" aria-hidden="true" tabindex="-1"></a>(toggle-grid)</span></code></pre></div> 126<p>Some aliases to switch between brushes:</p> 127<div class="sourceCode" id="cb3"><pre 128class="sourceCode scheme"><code class="sourceCode scheme"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a><span class="co">;;; rc.lisp</span></span> 129<span id="cb3-2"><a href="#cb3-2" aria-hidden="true" tabindex="-1"></a>(<span class="ex">define</span><span class="fu"> </span>(brush kind)</span> 130<span id="cb3-3"><a href="#cb3-3" aria-hidden="true" tabindex="-1"></a> (<span class="kw">cond</span></span> 131<span id="cb3-4"><a href="#cb3-4" aria-hidden="true" tabindex="-1"></a> ((<span class="kw">eq?</span> kind &#39;f) (brush-fill))</span> 132<span id="cb3-5"><a href="#cb3-5" aria-hidden="true" tabindex="-1"></a> ((<span class="kw">eq?</span> kind &#39;c) (brush-circle))</span> 133<span id="cb3-6"><a href="#cb3-6" aria-hidden="true" tabindex="-1"></a> ((<span class="kw">eq?</span> kind &#39;l) (brush-line))</span> 134<span id="cb3-7"><a href="#cb3-7" aria-hidden="true" tabindex="-1"></a> ((<span class="kw">eq?</span> kind &#39;l+) (brush-line-extend))</span> 135<span id="cb3-8"><a href="#cb3-8" aria-hidden="true" tabindex="-1"></a> (<span class="kw">else</span> (brush-circle))))</span></code></pre></div> 136<p>The following script draws a straight line along a given axis, at a 137given distance from the canvas boundary:</p> 138<figure> 139<video src="https://u.peppe.rs/b3i.mp4" controls=""><a 140href="https://u.peppe.rs/b3i.mp4">Day 16</a></video> 141<figcaption aria-hidden="true">Day 16</figcaption> 142</figure> 143<h3 id="day-15">Day 15</h3> 144<p>I began writing a standard library for the lisp, in lisp. It includes 145basic list operations: <code>car</code>, <code>cdr</code>, 146<code>null?</code>, <code>list</code>, higher order functions: 147<code>map</code>, <code>filter</code>, <code>fold</code>:</p> 148<div class="sourceCode" id="cb4"><pre 149class="sourceCode lisp"><code class="sourceCode commonlisp"><span id="cb4-1"><a href="#cb4-1" aria-hidden="true" tabindex="-1"></a>(define (member? item ls)</span> 150<span id="cb4-2"><a href="#cb4-2" aria-hidden="true" tabindex="-1"></a> (fold <span class="dv">#f</span></span> 151<span id="cb4-3"><a href="#cb4-3" aria-hidden="true" tabindex="-1"></a> (<span class="kw">lambda</span> (acc x) (<span class="kw">or</span> acc (eq? item x)))</span> 152<span id="cb4-4"><a href="#cb4-4" aria-hidden="true" tabindex="-1"></a> ls))</span></code></pre></div> 153<h3 id="day-14">Day 14</h3> 154<p>I attempted a <a href="https://peppe.rs/art/ramen_noodles.png">small 155art piece</a> using the editor, while it was largely usable, I felt a 156certain lack of feedback. The brushes just didn’t relay as much info as 157I’d have liked, for example, the approximate points of the line or the 158angle made by the line against the x-axis. Unfortunately, the existing 159infrastructure around brushes and line drawing didn’t easily allow for 160this either. I went ahead and reimplemented brushes, and added a new 161flood fill brush too:</p> 162<figure> 163<video src="https://u.peppe.rs/8q.mp4" controls=""><a 164href="https://u.peppe.rs/8q.mp4">Day 14</a></video> 165<figcaption aria-hidden="true">Day 14</figcaption> 166</figure> 167<h3 id="day-13">Day 13</h3> 168<p>I added a few more forms to the <code>lisp</code> evaluator. It 169handles recursion, definitions, variable mutation and more. The prelude 170contains 20 subroutines so far, including comparision and logic 171operators. The REPL interface on the SDL side requires some UX tweaks; 172environment based completion, readline motions sound doable.</p> 173<figure> 174<video src="https://u.peppe.rs/u3.mp4" controls=""><a 175href="https://u.peppe.rs/u3.mp4">Day 13</a></video> 176<figcaption aria-hidden="true">Day 13</figcaption> 177</figure> 178<h3 id="day-12">Day 12</h3> 179<p>I lifted most of <a 180href="https://github.com/murarth/ketos">murarth/ketos</a> into the 181editor. <code>ketos</code>’s implementation of <code>lisp</code> is too 182vast for my use case. For example, the editor does not need data types 183to handle raw strings or byte strings. I have got a basic evaluator 184running inside the SDL2 context (notice the <code>lisp</code> REPL at 185the bottom of the window). Over the following days, I intend to create a 186set of prelude functions to manipulate the pixmap. Users can implement 187their own brushes, dithering patterns, keybinds and more 188(hopefully).</p> 189<figure> 190<video src="https://u.peppe.rs/y0.mp4" controls=""><a 191href="https://u.peppe.rs/y0.mp4">Day 12</a></video> 192<figcaption aria-hidden="true">Day 12</figcaption> 193</figure> 194<h3 id="day-11">Day 11</h3> 195<p>I intend to supplement the editor with scripting language and an 196inbuilt REPL for the same. I began by implementing a text box widget 197from scratch, with history and readline like editing:</p> 198<figure> 199<video src="https://u.peppe.rs/Mh.mp4" controls=""><a 200href="https://u.peppe.rs/Mh.mp4">Day 11</a></video> 201<figcaption aria-hidden="true">Day 11</figcaption> 202</figure> 203<h3 id="day-10">Day 10</h3> 204<p>I started reading up on dithering methods and half-toning, I wanted 205to create a dithering brush that would automatically produce popular 206dithering patterns. The method that caught my eye (and also the one used 207most often in pixel art), was Bayer’s ordered dithering. When applied to 208a black and white image, each pixel, based on its intensity, is mapped 209to a 4x4 grid of pixels. A completely empty (completely black) 4x4 grid 210represents zero intensity, and a filled 4x4 grid represents full 211intensity. Bayer’s ordered dithering can produce 15 steps of intensity 212between zero and full (by switching on exactly 1 pixel more at each 213level), thus, being able to draw 17 “shades” from white to black. 214Creating a dithering brush from here was fairly trivial. Our pixmap is 215supposed to represent the final dithered image, it must be divided into 2164x4 grids. Each grid is colored based on the intensity of the brush 217passing over it:</p> 218<figure> 219<img src="https://u.peppe.rs/Mn.png" alt="Day 10" /> 220<figcaption aria-hidden="true">Day 10</figcaption> 221</figure> 222<h3 id="day-9">Day 9</h3> 223<p>I started working towards an interface. I like the idea of a largely 224read-only HUD, i. e., an interface that simply describes the state of 225the application. Changes to this state are initiated via keybinds or 226text commands. I am proud of the symmetry indicator; <code>-</code> for 227horizontal symmetry, <code>|</code> for vertical symmetry, 228<code>+</code> for radial symmetry.</p> 229<figure> 230<img src="https://u.peppe.rs/hx.png" alt="Day 9" /> 231<figcaption aria-hidden="true">Day 9</figcaption> 232</figure> 233<h3 id="day-8">Day 8</h3> 234<p>One of my favourite features of GIMP was symmetric editing. I added 235some coordinate geometry primitives to my pixmap abstraction, allowing 236for mirroring and reflecting figures about lines or points. The result 237was an ergonomic function that applies symmetry to any painting 238operation, (undo/redo works as expected):</p> 239<div class="sourceCode" id="cb5"><pre 240class="sourceCode rust"><code class="sourceCode rust"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a><span class="kw">let</span> line <span class="op">=</span> <span class="kw">self</span><span class="op">.</span>pixmap<span class="op">.</span>get_line(start<span class="op">,</span> end)<span class="op">;</span></span> 241<span id="cb5-2"><a href="#cb5-2" aria-hidden="true" tabindex="-1"></a><span class="kw">let</span> sym_line <span class="op">=</span> <span class="kw">self</span><span class="op">.</span>symmetry<span class="op">.</span>apply(<span class="op">&amp;</span>line)<span class="op">;</span></span> 242<span id="cb5-3"><a href="#cb5-3" aria-hidden="true" tabindex="-1"></a><span class="cf">for</span> point on line<span class="op">.</span>extend(sym_line) <span class="op">{</span></span> 243<span id="cb5-4"><a href="#cb5-4" aria-hidden="true" tabindex="-1"></a> <span class="co">// draw to window</span></span> 244<span id="cb5-5"><a href="#cb5-5" aria-hidden="true" tabindex="-1"></a><span class="op">}</span></span></code></pre></div> 245<figure> 246<video src="https://u.peppe.rs/B1.mp4" controls=""><a 247href="https://u.peppe.rs/B1.mp4">Day 8</a></video> 248<figcaption aria-hidden="true">Day 8</figcaption> 249</figure> 250<h3 id="day-7">Day 7</h3> 251<p>Bresenham saves the day again! This time, I implemented his line 252drawing algorithm, to, well, draw lines. Each point on the line is then 253“buffed” based on the active brush size. Today’s changes fit in very 254well with the undo system and the brush size feature. Creating the right 255abstractions, one at a time :)</p> 256<figure> 257<video src="https://u.peppe.rs/xt.mp4" controls=""><a 258href="https://u.peppe.rs/xt.mp4">Day 7</a></video> 259<figcaption aria-hidden="true">Day 7</figcaption> 260</figure> 261<h3 id="day-6">Day 6</h3> 262<p>I extended Bresenham’s algorithm to draw not just circle outlines, 263but also generate their fills. Unlike Bresenham’s algorithm, this 264variant generates points for two quadrants at once, these points are 265mirrored over the dividing axis to generate the other two quadrants.</p> 266<figure> 267<img src="https://u.peppe.rs/f3.png" alt="Day 6" /> 268<figcaption aria-hidden="true">Day 6</figcaption> 269</figure> 270<h3 id="day-5">Day 5</h3> 271<p>I discovered and implemented Bresenham’s algorithm for efficient 272circle drawing. The algorithm allowed for sized circular brushes, 273something I really liked from GIMP. Very convenient that the Wikipedia 274page for Bresenham’s algorithm also includes a section about optimizing 275for integer based arithmetic. I managed to abstract out another giant 276component of the application, the pixmap. Any image is just a grid of 277pixels (a pixmap), where the pixel’s value is decided by the application 278(1-bit in my case). I could potentially extend the application to a 27924-bit image editor!</p> 280<figure> 281<video src="https://u.peppe.rs/Kh.mp4" controls=""><a 282href="https://u.peppe.rs/Kh.mp4">Day 5</a></video> 283<figcaption aria-hidden="true">Day 5</figcaption> 284</figure> 285<h3 id="day-4">Day 4</h3> 286<p>I created a generic “undo stack” data structure that allows for 287infinite “undos” and “redos”. Every modification operation to the grid 288is persisted to the application state. A couple of keybinds allow the 289user to revert and re-apply these operations! I expect abstracting this 290component will come in handy down the line.</p> 291<figure> 292<video src="https://u.peppe.rs/w5.mp4" controls=""><a 293href="https://u.peppe.rs/w5.mp4">Day 4</a></video> 294<figcaption aria-hidden="true">Day 4</figcaption> 295</figure> 296<h3 id="day-3">Day 3</h3> 297<p>I implemented the bare minimum required to call the program an 298“editor”. The application displays a grid, tracks mouse events, paints 299white to the canvas on left click, and black to the canvas on right 300click. I created a make-shift MVC architecture à la Elm in Rust.</p> 301<figure> 302<video src="https://u.peppe.rs/GF.mp4" controls=""><a 303href="https://u.peppe.rs/GF.mp4">Day 3</a></video> 304<figcaption aria-hidden="true">Day 3</figcaption> 305</figure> 306<h3 id="day-2">Day 2</h3> 307<p>I started figuring out event handling today. Implemented a couple of 308keybinds to zoom in/out of the drawing area. Conversions of SDL2 309coordinates (measured in signed 32 bit integers) to my internal “drawing 310area” coordinates (measured in unsigned 32 bit integers) is very 311annoying. Hopefully the unchecked conversions won’t haunt me later.</p> 312<figure> 313<video src="https://u.peppe.rs/L4.mp4" controls=""><a 314href="https://u.peppe.rs/L4.mp4">Day 2</a></video> 315<figcaption aria-hidden="true">Day 2</figcaption> 316</figure> 317<h3 id="day-1">Day 1</h3> 318<p>Getting started with Rust and SDL2 is very straightforward. The 319<code>rust-sdl2</code> library contains some detailed examples that 320allowed me to get all the way to drawing a grid from a 321<code>Vec&lt;bool&gt;</code>:</p> 322<figure> 323<img src="https://u.peppe.rs/Ma.png" alt="Day 1" /> 324<figcaption aria-hidden="true">Day 1</figcaption> 325</figure> 326 327 </div> 328 329 <div class="intro"> 330 Hi. 331 <div class="hot-links"> 332 <a href="/index.xml" class="feed-button">Subscribe</a> 333 </div> 334 <p>I'm Akshay, programmer, pixel-artist & programming-language enthusiast.</p> 335 <p>I am currently building <a href="https://tangled.sh">tangled.sh</a> — a new social-enabled code-collaboration platform.</p> 336 <p>Reach out at oppili@libera.chat.</p> 337 </div> 338 339 <a href="/" class="post-end-link">Home</a> 340 <span>/</span> 341 <a href="/posts" class="post-end-link">Posts</a> 342 <span>/</span> 343 <a class="post-end-link">SDL2 Devlog</a> 344 <a class="stats post-end-link" href="https://tangled.sh/@oppi.li/site/raw/main/posts/SDL2_devlog.md 345">View Raw</a> 346 </div> 347 </div> 348 </body> 349</html>