Day 37 complete.
This commit is contained in:
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Before Width: | Height: | Size: 2.3 MiB After Width: | Height: | Size: 2.3 MiB |
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After Width: | Height: | Size: 122 KiB |
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After Width: | Height: | Size: 19 KiB |
+75
-17
@@ -84,6 +84,39 @@ static void DrawRectangle(game_offscreen_buffer *Buffer, F32 RealMinX, F32 RealM
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}
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}
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static void DrawBitmap(game_offscreen_buffer *Buffer, loaded_bitmap *Bitmap, F32 RelX, F32 RelY)
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{
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S32 MinX = RoundF32toS32(RelX);
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S32 MinY = RoundF32toS32(RelY);
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S32 MaxX = RoundF32toS32(RelX + (F32)Bitmap->Width);
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S32 MaxY = RoundF32toS32(RelY + (F32)Bitmap->Height);
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S32 Width = Buffer->Width;
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S32 Height = Buffer->Height;
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if(MinX < 0)
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MinX = 0;
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if(MinY < 0)
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MinY = 0;
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if(MaxX > Width)
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MaxX = Width;
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if(MaxY > Height)
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MaxY = Height;
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U32 *SourceRow = Bitmap->Pixels + Bitmap->Width*(Bitmap->Height - 1);
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U8 *DestRow = ((U8 *)Buffer->Memory + MinX*Buffer->BytesPerPixel + MinY*Buffer->Pitch);
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for(S32 Y = MinY; Y < MaxY; Y++) {
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U32 *Dest = (U32 *)DestRow;
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U32 *Source = SourceRow;
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for(S32 X = MinX; X < MaxX; X++) {
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*Dest++ = *Source++;
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}
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DestRow += Buffer->Pitch;
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SourceRow -= Bitmap->Width;
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}
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}
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#pragma pack(push, 1)
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typedef struct bitmap_header {
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U16 FileType;
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@@ -96,19 +129,47 @@ typedef struct bitmap_header {
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S32 Height;
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U16 Planes;
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U16 BitsPerPixel;
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U32 Compression;
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U32 SizeOfBitmap;
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S32 HorzResolution;
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S32 VertResolution;
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U32 ColorsUsed;
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U32 ColorsImportant;
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U32 RedMask;
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U32 GreenMask;
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U32 BlueMask;
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} bitmap_header;
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#pragma pack(pop)
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static U32 *LoadBMP(thread_context *Thread, debug_read_file_result (*DEBUGPlatformReadEntireFile)(thread_context *Thread, const char *), char *FileName)
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static loaded_bitmap DEBUGLoadBMP(thread_context *Thread, debug_read_file_result (*DEBUGPlatformReadEntireFile)(thread_context *Thread, const char *), char *FileName)
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{
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U32 *Result = 0;
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loaded_bitmap Result;
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memset(&Result, 0, sizeof(Result));
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// NOTE: Byte order in memory is AA BB GG RR, bottom up.
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// Littel-endian: 0xRRGGBBAA
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debug_read_file_result ReadResult = DEBUGPlatformReadEntireFile(Thread, FileName);
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if(ReadResult.ContentsSize > 0) {
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bitmap_header *Header = (bitmap_header *)ReadResult.Contents;
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U32 *Pixels = (U32 *)((U8 *)ReadResult.Contents + Header->BitmapOffset);
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Result = Pixels;
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Result.Pixels = Pixels;
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Result.Width = Header->Width;
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Result.Height = Header->Height;
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// TODO: Is this too outdated? As of 2026, this loads fine on little-endian.
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// Maybe my BMP uses a newer format.
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/*
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U32 *SourceDest = Pixels;
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for(S32 Y = 0; Y < Header->Height; Y++) {
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for(S32 X = 0; X < Header->Width; X++) {
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*SourceDest = (*SourceDest >> 8) | (*SourceDest << 24);
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SourceDest++;
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}
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}
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*/
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}
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return Result;
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@@ -130,7 +191,10 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *In
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GameState = (game_state *)Memory->PermanentStorage;
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if(!Memory->IsInitialized) {
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GameState->PixelPointer = LoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/test_background.bmp");
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GameState->Backdrop = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/background.bmp");
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GameState->HeroHead = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/hero_head_front.bmp");;
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GameState->HeroCape = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/hero_cape_front.bmp");;
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GameState->HeroTorso = DEBUGLoadBMP(Thread, Memory->DEBUGPlatformReadEntireFile, "data/hero_torso_front.bmp");;
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GameState->PlayerP.AbsTileX = 2;
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GameState->PlayerP.AbsTileY = 3;
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@@ -329,10 +393,13 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *In
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}
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}
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DrawRectangle(Buffer, 0.0f, 0.0f, (F32)Buffer->Width, (F32)Buffer->Height, 0.0f, 1.0f, 0.0f);
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DrawBitmap(Buffer, &GameState->Backdrop, 0.0f, 0.0f);
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F32 ScreenCenterX = 0.5f * (F32)Buffer->Width;
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F32 ScreenCenterY = 0.5f * (F32)Buffer->Height;
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DrawRectangle(Buffer, 0.0f, 0.0f, (F32)Buffer->Width, (F32)Buffer->Height, 0.0f, 1.0f, 0.0f);
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for(S32 RelRow = -10; RelRow < 10; RelRow++) {
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for(S32 RelColumn = -20; RelColumn < 20; RelColumn++) {
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U32 Column = GameState->PlayerP.AbsTileX + RelColumn;
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@@ -340,7 +407,7 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *In
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U32 TileID = GetTileValue(TileMap, Column, Row, GameState->PlayerP.AbsTileZ);
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if(TileID > 0) {
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if(TileID > 1) {
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F32 Gray = 0.5f;
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if(TileID == 2) {
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Gray = 1.0f;
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@@ -371,17 +438,8 @@ void UpdateAndRender(thread_context *Thread, game_memory *Memory, game_input *In
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F32 PlayerB = 0.0f;
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F32 PlayerLeft = ScreenCenterX - 0.5f * MetersToPixels*PlayerWidth;
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F32 PlayerTop = ScreenCenterY - MetersToPixels*PlayerHeight;
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DrawRectangle(Buffer, PlayerLeft, PlayerTop, PlayerLeft + MetersToPixels*PlayerWidth, PlayerTop + MetersToPixels*PlayerHeight, PlayerR, PlayerG, PlayerB);
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#if 0
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U32 *Source = GameState->PixelPointer;
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U32 *Dest = (U32 *)Buffer->Memory;
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for(S32 Y = 0; Y < Buffer->Height; Y++) {
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for(S32 X = 0; X < Buffer->Width; X++) {
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*Dest++ = *Source++;
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}
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}
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#endif
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//DrawRectangle(Buffer, PlayerLeft, PlayerTop, PlayerLeft + MetersToPixels*PlayerWidth, PlayerTop + MetersToPixels*PlayerHeight, PlayerR, PlayerG, PlayerB);
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DrawBitmap(Buffer, &GameState->HeroHead, PlayerLeft, PlayerTop);
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GameOutputSound(GameState, SoundBuffer, 400);
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}
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+12
-1
@@ -165,12 +165,23 @@ typedef struct world {
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tile_map *TileMap;
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} world;
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typedef struct loaded_bitmap {
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S32 Width;
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S32 Height;
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U32 *Pixels;
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} loaded_bitmap;
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typedef struct game_state {
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memory_arena WorldArena;
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world *World;
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tile_map_position PlayerP;
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U32 *PixelPointer;
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loaded_bitmap Backdrop;
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loaded_bitmap HeroHead;
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loaded_bitmap HeroCape;
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loaded_bitmap HeroTorso;
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} game_state;
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#endif
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+1
-1
@@ -557,7 +557,7 @@ S32 main(S32 argc, char *argv[])
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SDL_GetCurrentDisplayMode(0, &display_mode);
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SDL_Renderer *Renderer = SDL_CreateRenderer(Window, -1, SDL_RENDERER_PRESENTVSYNC);
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SDL_SetWindowPosition(Window, (display_mode.w - RESOLUTION_WIDTH), (display_mode.h - RESOLUTION_HEIGHT));
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SDL_SetWindowPosition(Window, (display_mode.w - RESOLUTION_WIDTH-20), (display_mode.h - RESOLUTION_HEIGHT-20));
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/* NOTE: For future reference, the custom window bar should use
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* SDL_SetWindowHitTest to define areas that will be used to
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