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#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);
}
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