Day 38 complete.

This commit is contained in:
igor
2026-04-22 13:39:48 -07:00
parent 61ace3a058
commit 10ecc72e2f
+18 -3
View File
@@ -110,8 +110,21 @@ static void DrawBitmap(game_offscreen_buffer *Buffer, loaded_bitmap *Bitmap, F32
U32 *Dest = (U32 *)DestRow; U32 *Dest = (U32 *)DestRow;
U32 *Source = SourceRow; U32 *Source = SourceRow;
for(S32 X = MinX; X < MaxX; X++) { for(S32 X = MinX; X < MaxX; X++) {
if((*Source >> 24) > 128) F32 A = (F32)((*Source >> 24) & 0xFF) / 255.0f;
*Dest = *Source; F32 SR = (F32)((*Source >> 16) & 0xFF);
F32 SG = (F32)((*Source >> 8) & 0xFF);
F32 SB = (F32)((*Source >> 0) & 0xFF);
F32 DR = (F32)((*Dest >> 16) & 0xFF);
F32 DG = (F32)((*Dest >> 8) & 0xFF);
F32 DB = (F32)((*Dest >> 0) & 0xFF);
// TODO: This should be replaced by premultiplied alpha.
F32 R = (1.0f-A)*DR + A*SR;
F32 G = (1.0f-A)*DG + A*SG;
F32 B = (1.0f-A)*DB + A*SB;
*Dest = (((U32)RoundF32toS32(R) << 16) | ((U32)RoundF32toS32(G) << 8) | ((U32)RoundF32toS32(B) << 0));
Dest++; Dest++;
Source++; Source++;
@@ -160,6 +173,8 @@ static loaded_bitmap DEBUGLoadBMP(thread_context *Thread, debug_read_file_result
Result.Width = Header->Width; Result.Width = Header->Width;
Result.Height = Header->Height; Result.Height = Header->Height;
ASSERT(Header->Compression == 3);
// NOTE: The byte order in memory is determined by the Header. // NOTE: The byte order in memory is determined by the Header.
U32 RedMask = Header->RedMask; U32 RedMask = Header->RedMask;
@@ -456,7 +471,7 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *In
F32 PlayerB = 0.0f; F32 PlayerB = 0.0f;
F32 PlayerLeft = ScreenCenterX - 0.5f * MetersToPixels*PlayerWidth; F32 PlayerLeft = ScreenCenterX - 0.5f * MetersToPixels*PlayerWidth;
F32 PlayerTop = ScreenCenterY - MetersToPixels*PlayerHeight; F32 PlayerTop = ScreenCenterY - MetersToPixels*PlayerHeight;
//DrawRectangle(Buffer, PlayerLeft, PlayerTop, PlayerLeft + MetersToPixels*PlayerWidth, PlayerTop + MetersToPixels*PlayerHeight, PlayerR, PlayerG, PlayerB); DrawRectangle(Buffer, PlayerLeft, PlayerTop, PlayerLeft + MetersToPixels*PlayerWidth, PlayerTop + MetersToPixels*PlayerHeight, PlayerR, PlayerG, PlayerB);
DrawBitmap(Buffer, &GameState->HeroHead, PlayerLeft, PlayerTop); DrawBitmap(Buffer, &GameState->HeroHead, PlayerLeft, PlayerTop);
GameOutputSound(GameState, SoundBuffer, 400); GameOutputSound(GameState, SoundBuffer, 400);