summaryrefslogtreecommitdiff
path: root/main.c
blob: c5c60af17060399d1428a22ae4b5322058ed8be7 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
#include <stdio.h>
#include <stdlib.h>
#include <SDL2/SDL.h>

#define WINDOW_W 1280
#define WINDOW_H 720

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);
	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_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) {
			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;
}

int main() {
	SDL_Init(SDL_INIT_VIDEO);

	SDL_Window *window = SDL_CreateWindow("Cannons",
			SDL_WINDOWPOS_UNDEFINED,
			SDL_WINDOWPOS_UNDEFINED,
			WINDOW_W,
			WINDOW_H,
			0);

	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_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] = 0x00000000;
	}
	for (int i = mask_surface->w * 500; i < mask_surface->w * mask_surface->h; i++) {
		((Uint32 *)mask_surface->pixels)[i] = 0xffffffff;
	}
	SDL_UnlockSurface(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);

	int exit = 0;
	while (!exit) {
		SDL_Event event = {0};
		while (SDL_PollEvent(&event)) {
			if (event.type == SDL_QUIT) {
				exit = 1;
			}
		}
		SDL_RenderCopy(context, background, 0, 0);
		SDL_RenderCopy(context, foreground, 0, 0);

		SDL_RenderPresent(context);
		SDL_Delay(10);
	}

	SDL_DestroyRenderer(context);
	SDL_DestroyWindow(window);
	SDL_Quit();
	return 0;
}