PrimitiveRendering
From SWWorkshop
This example shows basic primitive rendering. But first we define the meaning of basic primitive. In SWEngine basic primitives must be defined and used easily and don't depend on any other resource(like texture etc...) We have five types of basic primitive. These are point, line, rectangle, elips and polygon.
Api Docs
SwEngine, swApplication, swGraphics, swColor, swPoint.
Source Code
#include "../../include/SWEngine.h" #pragma comment (lib,"../../lib/SWUtil.lib") #pragma comment (lib,"../../lib/SWTypes.lib") #pragma comment (lib,"../../lib/SWCore.lib") #pragma comment (lib,"../../lib/SWEngine.lib") swApplication primitifRendering; //------------------------------------------------------------------------------------------- void GameLoop(){ swGraphicsBeginScene(); swGraphicsSetColor0(1,1,1,0); //Draw Point swGraphicsRenderPoint0(25,25,5); swGraphicsRenderPoint0(50,50,10); swGraphicsRenderPoint0(100,100,20); //Draw Line swGraphicsRenderLine0(300,300,500,500,4); swGraphicsRenderLine0(500,300,300,500,4); //DrawElips swGraphicsRenderSolidElips0(400,400,200,150,60); //DrawRect swGraphicsRenderLineRect0(400,100,100,100,2); //DrawPolygon swPoint pointS[3]={{600,100},{700,100},{650,150}}; swGraphicsRenderLinePolygon0(3,pointS,2); swGraphicsEndScene(); } //------------------------------------------------------------------------------------------- int WINAPI WinMain(HINSTANCE hInstance,HINSTANCE hPrevInstance,LPSTR lpCmdLine,int nShowCmd) { //Application Settings primitifRendering.hInstance=hInstance; primitifRendering.fullScreen=false; primitifRendering.cursor=true; primitifRendering.width=800; primitifRendering.height=600; primitifRendering.title="Primitive Rendering"; primitifRendering.path="resource"; primitifRendering.appRun=GameLoop; //Application Execution swEngineInit(&primitifRendering); swEngineRun(); swEngineExit(); return 0; }
