diff options
Diffstat (limited to 'platform.c')
-rw-r--r-- | platform.c | 100 |
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); +} |