#include #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); }