#2 Draw an image from a byte array

This commit is contained in:
Bobby Lucero 2025-06-01 02:00:38 -04:00
parent 59b0d77e30
commit 1df89e00e4
5 changed files with 131 additions and 8 deletions

32
MathTypes.cs Normal file
View File

@ -0,0 +1,32 @@
public struct float3(float x, float y, float z)
{
public float x = x;
public float y = y;
public float z = z;
public float r
{
get => x; set => x = value;
}
public float g
{
get => y; set => y = value;
}
public float b
{
get => z; set => z = value;
}
public static float3 operator -(float3 a, float3 b) => new float3(a.x - b.x, a.y - b.y, a.z - b.y);
public static float3 cross(float3 a, float3 b) => new float3(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x);
public static float dot(float3 a, float3 b) => a.x * b.x + a.y * b.y + a.z * b.z;
}
public struct float2(float x, float y)
{
public float x = x;
public float y = y;
}

View File

@ -5,7 +5,7 @@ Writing a simple 3D software renderer from scratch to understand the math behind
## 🎯 Milestones
- [X] Setup Raylib C# project
- [ ] Draw an image from a byte array
- [X] Draw an image from a byte array
- [ ] Draw a triangle
- [ ] Render Lots of triangles
- [ ] OBJ Loader

57
RenderDevice.cs Normal file
View File

@ -0,0 +1,57 @@
using System.Numerics;
using System.Runtime.InteropServices;
using Raylib_cs;
public class RenderDevice
{
public int width { get; private set; }
public int height { get; private set; }
private int screenWidth, screenHeight;
private Texture2D renderTarget;
private IntPtr pixelPtr;
private byte[] pixelData;
public RenderDevice(int width, int height, int screenWidth, int screenHeight)
{
this.width = width;
this.height = height;
this.screenWidth = screenWidth;
this.screenHeight = screenHeight;
Image image = Raylib.GenImageColor(width, height, Color.Black);
renderTarget = Raylib.LoadTextureFromImage(image);
Raylib.UnloadImage(image);
pixelData = new byte[width * height * 4];
pixelPtr = Marshal.AllocHGlobal(pixelData.Length);
}
public void render()
{
Marshal.Copy(pixelData, 0, pixelPtr, pixelData.Length);
unsafe
{
Raylib.UpdateTexture(renderTarget, (void*)pixelPtr);
}
Raylib.DrawTexturePro(renderTarget, new Rectangle(0,0, width, height), new Rectangle(0, 0, screenWidth, screenHeight), Vector2.Zero, 0f, Color.White);
}
public void SetPixel(int x, int y, float3 color)
{
int idx = (y * width + x) * 4;
pixelData[idx] = (byte)color.r;
pixelData[idx + 1] = (byte)color.g;
pixelData[idx + 2] = (byte)color.b;
pixelData[idx + 3] = 0xFF;
}
public void cleanup()
{
Raylib.UnloadTexture(renderTarget);
Marshal.FreeHGlobal(pixelPtr); // always free after upload
}
}

View File

@ -2,22 +2,55 @@
class SoftwareRasterizer
{
const int screenWidth = 1280 * 2;
const int screenHeight = 800 * 2;
const int scale = 8;
private RenderDevice renderer;
static void Main()
{
const int screenWidth = 800;
const int screenHeight = 600;
SoftwareRasterizer sr = new SoftwareRasterizer();
sr.start();
}
public void start()
{
Raylib.InitWindow(screenWidth, screenHeight, "Software Rasterizer");
Raylib.SetTargetFPS(60);
Raylib.SetTargetFPS(0);
renderer = new RenderDevice(screenWidth / scale, screenHeight / scale, screenWidth, screenHeight);
int frameCounter = 0;
Random rand = new Random();
while (!Raylib.WindowShouldClose())
{
for (int i = 0; i < renderer.height; i++)
{
for (int j = 0; j < renderer.width; j++)
{
renderer.SetPixel(j, i, new float3((j / (float)(renderer.width)) * 255, (i / (float)(renderer.height)) * 255, rand.Next(1,256)));
}
}
// Render
Raylib.BeginDrawing();
Raylib.ClearBackground(Color.LightGray);
Raylib.DrawText("Hello, Raylib-cs!", 190, 200, 50, Color.DarkGray);
Raylib.ClearBackground(Color.Black);
//
renderer.render();
//
Raylib.DrawText($"FPS: {Raylib.GetFPS()}", 10, 10, 20, Color.White);
Raylib.EndDrawing();
frameCounter += 2;
}
// Cleanup
renderer.cleanup();
Raylib.CloseWindow();
}
}

View File

@ -5,6 +5,7 @@
<TargetFramework>net8.0</TargetFramework>
<ImplicitUsings>enable</ImplicitUsings>
<Nullable>enable</Nullable>
<AllowUnsafeBlocks>true</AllowUnsafeBlocks>
</PropertyGroup>
<ItemGroup>