summaryrefslogtreecommitdiff
path: root/main.c
diff options
context:
space:
mode:
authorJuan Manuel Tomas <jtomas1815@gmail.com>2022-01-15 23:30:44 -0300
committerJuan Manuel Tomas <jtomas1815@gmail.com>2022-01-15 23:30:44 -0300
commitd57e8ed56430b9a24c255d1de7023320a31100a0 (patch)
treee26dc674f84e2c8cd1645fb34a05b1dae2b7b2d9 /main.c
parentb982c6250ab84f6acf0a70c402810a9f6283438d (diff)
downloadcannons-d57e8ed56430b9a24c255d1de7023320a31100a0.tar.gz
cannons-d57e8ed56430b9a24c255d1de7023320a31100a0.zip
Simplify texture handling and add terrain edition
Diffstat (limited to 'main.c')
-rw-r--r--main.c75
1 files changed, 55 insertions, 20 deletions
diff --git a/main.c b/main.c
index c5c60af..646d79b 100644
--- a/main.c
+++ b/main.c
@@ -5,6 +5,15 @@
#define WINDOW_W 1280
#define WINDOW_H 720
+void renderMaskedTexture(SDL_Renderer *context, SDL_Texture *result, SDL_Texture *mask, SDL_Texture *diffuse) {
+ SDL_SetRenderTarget(context, result);
+ SDL_SetRenderDrawColor(context, 0, 0, 0, 0);
+ SDL_RenderClear(context);
+ SDL_RenderCopy(context, mask, 0, 0);
+ SDL_RenderCopy(context, diffuse, 0, 0);
+ SDL_SetRenderTarget(context, 0);
+}
+
SDL_Texture *createTiledTexture(SDL_Renderer *context, const char *filename) {
SDL_Surface *texture_surface = SDL_LoadBMP(filename);
SDL_Texture *texture_tile = SDL_CreateTextureFromSurface(context, texture_surface);
@@ -14,7 +23,7 @@ SDL_Texture *createTiledTexture(SDL_Renderer *context, const char *filename) {
SDL_Texture *texture = SDL_CreateTexture(context,
SDL_PIXELFORMAT_RGBA8888,
- SDL_TEXTUREACCESS_STATIC | SDL_TEXTUREACCESS_TARGET,
+ SDL_TEXTUREACCESS_TARGET,
WINDOW_W, WINDOW_H);
SDL_SetRenderTarget(context, texture);
for (int y = 0; y < WINDOW_H; y += tile_h) {
@@ -40,16 +49,20 @@ int main() {
SDL_Renderer *context = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
- SDL_SetRenderDrawColor(context, 40, 40, 40, 255);
- SDL_RenderClear(context);
-
SDL_Texture *background = createTiledTexture(context, "background.bmp");
+
SDL_Texture *foreground = createTiledTexture(context, "foreground.bmp");
- SDL_SetTextureBlendMode(foreground, SDL_BLENDMODE_BLEND);
+ SDL_SetTextureBlendMode(foreground, SDL_BLENDMODE_MOD);
SDL_Surface *mask_surface = SDL_CreateRGBSurfaceWithFormat(0,
WINDOW_W, WINDOW_H, 32, SDL_PIXELFORMAT_RGBA8888);
+ SDL_Texture *terrain = SDL_CreateTexture(context,
+ SDL_PIXELFORMAT_RGBA8888,
+ SDL_TEXTUREACCESS_TARGET,
+ WINDOW_W, WINDOW_H);
+ SDL_SetTextureBlendMode(terrain, SDL_BLENDMODE_BLEND);
+
SDL_LockSurface(mask_surface);
for (int i = 0; i < mask_surface->w * mask_surface->h; i++) {
((Uint32 *)mask_surface->pixels)[i] = 0x00000000;
@@ -58,21 +71,9 @@ int main() {
((Uint32 *)mask_surface->pixels)[i] = 0xffffffff;
}
SDL_UnlockSurface(mask_surface);
+ SDL_Texture *mask_texture = SDL_CreateTextureFromSurface(context, mask_surface);
- SDL_Texture *terrain = SDL_CreateTextureFromSurface(context, mask_surface);
-
- SDL_BlendMode true_mul = SDL_ComposeCustomBlendMode(
- SDL_BLENDFACTOR_ZERO,
- SDL_BLENDFACTOR_SRC_COLOR,
- SDL_BLENDOPERATION_ADD,
- SDL_BLENDFACTOR_ONE,
- SDL_BLENDFACTOR_ZERO,
- SDL_BLENDOPERATION_ADD);
- SDL_SetTextureBlendMode(terrain, true_mul);
-
- SDL_SetRenderTarget(context, foreground);
- SDL_RenderCopy(context, terrain, 0, 0);
- SDL_SetRenderTarget(context, 0);
+ renderMaskedTexture(context, terrain, mask_texture, foreground);
int exit = 0;
while (!exit) {
@@ -82,8 +83,42 @@ int main() {
exit = 1;
}
}
+ int mouse_x, mouse_y;
+ Uint32 mouse_state = SDL_GetMouseState(&mouse_x, &mouse_y);
+ if (mouse_state & SDL_BUTTON_LMASK) {
+ SDL_LockSurface(mask_surface);
+ unsigned size = 100;
+ for (int j = mouse_y - size / 2; j < mouse_y + size / 2; j++) {
+ for (int i = mouse_x - size / 2; i < mouse_x + size / 2; i++) {
+ size_t index = i + j * WINDOW_W;
+ ((Uint32 *)mask_surface->pixels)[index] = 0xffffffff;
+ }
+ }
+ SDL_UnlockSurface(mask_surface);
+ SDL_DestroyTexture(mask_texture);
+ mask_texture = SDL_CreateTextureFromSurface(context, mask_surface);
+
+ renderMaskedTexture(context, terrain, mask_texture, foreground);
+ } else if (mouse_state & SDL_BUTTON_RMASK) {
+ SDL_LockSurface(mask_surface);
+ unsigned size = 100;
+ for (int j = mouse_y - size / 2; j < mouse_y + size / 2; j++) {
+ for (int i = mouse_x - size / 2; i < mouse_x + size / 2; i++) {
+ size_t index = i + j * WINDOW_W;
+ ((Uint32 *)mask_surface->pixels)[index] = 0x00000000;
+ }
+ }
+ SDL_UnlockSurface(mask_surface);
+ SDL_DestroyTexture(mask_texture);
+ mask_texture = SDL_CreateTextureFromSurface(context, mask_surface);
+
+ renderMaskedTexture(context, terrain, mask_texture, foreground);
+ }
+ SDL_SetRenderDrawColor(context, 40, 40, 40, 255);
+ SDL_RenderClear(context);
+
SDL_RenderCopy(context, background, 0, 0);
- SDL_RenderCopy(context, foreground, 0, 0);
+ SDL_RenderCopy(context, terrain, 0, 0);
SDL_RenderPresent(context);
SDL_Delay(10);