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-rw-r--r--platform.c100
1 files changed, 100 insertions, 0 deletions
diff --git a/platform.c b/platform.c
new file mode 100644
index 0000000..7ba6d53
--- /dev/null
+++ b/platform.c
@@ -0,0 +1,100 @@
+#include <SDL2/SDL.h>
+
+#define WINDOW_W 1280
+#define WINDOW_H 720
+
+SDL_Renderer *context = 0;
+SDL_Texture *background = 0;
+SDL_Texture *foreground = 0;
+SDL_Texture *terrain = 0;
+SDL_Texture *mask_texture = 0;
+
+double GetCurrentTimestamp() {
+ return (double) SDL_GetTicks64() / 1000.0;
+}
+
+SDL_Texture *createTiledTexture(SDL_Renderer *context, const char *filename, int width, int height) {
+ SDL_Surface *texture_surface = SDL_LoadBMP(filename);
+ SDL_Texture *texture_tile = SDL_CreateTextureFromSurface(context, texture_surface);
+ int tile_w = texture_surface->w;
+ int tile_h = texture_surface->h;
+ SDL_FreeSurface(texture_surface);
+
+ SDL_Texture *texture = SDL_CreateTexture(context,
+ SDL_PIXELFORMAT_RGBA8888,
+ SDL_TEXTUREACCESS_TARGET,
+ width, height);
+ SDL_SetRenderTarget(context, texture);
+ for (int y = 0; y < height; y += tile_h) {
+ for (int x = 0; x < width; x += tile_w) {
+ SDL_Rect tile_rect = { x, y, tile_w, tile_h };
+ SDL_RenderCopy(context, texture_tile, 0, &tile_rect);
+ }
+ }
+ SDL_DestroyTexture(texture_tile);
+ SDL_SetRenderTarget(context, 0);
+ return texture;
+}
+
+void PlatformMain(void (*GameMain)(void)) {
+ SDL_Init(SDL_INIT_VIDEO);
+
+ SDL_Window *window = SDL_CreateWindow("Cannons",
+ SDL_WINDOWPOS_UNDEFINED,
+ SDL_WINDOWPOS_UNDEFINED,
+ WINDOW_W,
+ WINDOW_H,
+ 0);
+
+ context = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
+
+ background = createTiledTexture(context, "background.bmp", WINDOW_W, WINDOW_H);
+
+ foreground = createTiledTexture(context, "foreground.bmp", WINDOW_W, WINDOW_H);
+ SDL_SetTextureBlendMode(foreground, SDL_BLENDMODE_MOD);
+
+ terrain = SDL_CreateTexture(context,
+ SDL_PIXELFORMAT_RGBA8888,
+ SDL_TEXTUREACCESS_TARGET,
+ WINDOW_W, WINDOW_H);
+ SDL_SetTextureBlendMode(terrain, SDL_BLENDMODE_BLEND);
+
+ mask_texture = SDL_CreateTexture(context,
+ SDL_PIXELFORMAT_RGBA8888,
+ SDL_TEXTUREACCESS_STREAMING,
+ WINDOW_W, WINDOW_H);
+
+ GameMain();
+
+ SDL_DestroyRenderer(context);
+ SDL_DestroyWindow(window);
+ SDL_Quit();
+}
+
+void RenderScene(float *mask, int player_x, int player_y) {
+ void *pixels;
+ int pitch;
+ SDL_LockTexture(mask_texture, 0, &pixels, &pitch);
+ Uint32 *p = (Uint32 *) pixels;
+ for (int j = 0; j < WINDOW_H; j++) {
+ for (int i = 0; i < WINDOW_W; i++) {
+ p[i + j * WINDOW_W] = mask[i + (WINDOW_H - j) * WINDOW_W] ? 0xffffffff : 0x00000000;
+ }
+ }
+ SDL_UnlockTexture(mask_texture);
+
+ SDL_SetRenderDrawColor(context, 40, 40, 40, 255);
+ SDL_RenderClear(context);
+ SDL_RenderCopy(context, background, 0, 0);
+ SDL_SetRenderTarget(context, terrain);
+ SDL_SetRenderDrawColor(context, 0, 0, 0, 0);
+ SDL_RenderClear(context);
+ SDL_RenderCopy(context, mask_texture, 0, 0);
+ SDL_RenderCopy(context, foreground, 0, 0);
+ SDL_SetRenderTarget(context, 0);
+ SDL_RenderCopy(context, terrain, 0, 0);
+ SDL_SetRenderDrawColor(context, 255, 0, 0, 255);
+ SDL_Rect player_rect = {player_x - 5, WINDOW_H - player_y - 10, 10, 10 };
+ SDL_RenderFillRect(context, &player_rect);
+ SDL_RenderPresent(context);
+}