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Diffstat (limited to 'main.c')
-rw-r--r--main.c27
1 files changed, 19 insertions, 8 deletions
diff --git a/main.c b/main.c
index b3824f4..e629966 100644
--- a/main.c
+++ b/main.c
@@ -14,7 +14,10 @@ SDL_Texture *createTiledTexture(SDL_Renderer *context, const char *filename) {
Uint32 pixelformat;
SDL_QueryTexture(texture_tile, &pixelformat, 0, 0, 0);
- SDL_Texture *texture = SDL_CreateTexture(context, pixelformat, SDL_TEXTUREACCESS_STATIC | SDL_TEXTUREACCESS_TARGET, WINDOW_W, WINDOW_H);
+ SDL_Texture *texture = SDL_CreateTexture(context,
+ pixelformat,
+ SDL_TEXTUREACCESS_STATIC | SDL_TEXTUREACCESS_TARGET,
+ WINDOW_W, WINDOW_H);
SDL_SetRenderTarget(context, texture);
for (int y = 0; y < WINDOW_H; y += tile_h) {
for (int x = 0; x < WINDOW_W; x += tile_w) {
@@ -45,9 +48,18 @@ int main() {
SDL_Texture *background = createTiledTexture(context, "background.bmp");
SDL_Texture *foreground = createTiledTexture(context, "foreground.bmp");
- // TODO:
- // - Map has a mask generated by the game, of where the terrain (foregroud) exists
- float *mask = calloc(WINDOW_W * WINDOW_H, 4);
+ SDL_Surface *mask_surface = SDL_CreateRGBSurfaceWithFormat(0,
+ WINDOW_W, WINDOW_H, 32, SDL_PIXELFORMAT_RGBA8888);
+
+ SDL_LockSurface(mask_surface);
+ for (int i = 0; i < mask_surface->w * mask_surface->h; i++) {
+ ((Uint32 *)mask_surface->pixels)[i] = 0x000000ff;
+ }
+ for (int i = 0; i < mask_surface->w * 50; i++) {
+ ((Uint32 *)mask_surface->pixels)[i] = 0xffffffff;
+ }
+ SDL_UnlockSurface(mask_surface);
+ SDL_Texture *terrain_texture = SDL_CreateTextureFromSurface(context, mask_surface);
int exit = 0;
while (!exit) {
@@ -59,11 +71,10 @@ int main() {
}
SDL_RenderCopy(context, background, 0, 0);
SDL_SetRenderTarget(context, foreground);
-
- // TODO: Get masking right
- SDL_SetTextureBlendMode(mask_texture, SDL_BLENDMODE_MUL);
- SDL_RenderCopy(context, mask_texture, 0, 0);
+ SDL_SetTextureBlendMode(terrain_texture, SDL_BLENDMODE_MUL);
+ SDL_RenderCopy(context, terrain_texture, 0, 0);
SDL_SetRenderTarget(context, 0);
+ SDL_RenderCopy(context, foreground, 0, 0);
SDL_RenderPresent(context);
SDL_Delay(10);