Day 37 complete.

This commit is contained in:
igor
2026-04-20 08:40:29 -07:00
parent 078b1e8a0c
commit 40c34f2b9d
6 changed files with 88 additions and 19 deletions

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// TODO: Is this too outdated?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