From 0928b5cbbde02d4a6c58ca940040ae4a1c2ac2e4 Mon Sep 17 00:00:00 2001 From: citrons Date: Sat, 14 Oct 2023 00:20:50 -0500 Subject: give the terrain a texture --- world.c | 16 +++++++++++++--- 1 file changed, 13 insertions(+), 3 deletions(-) (limited to 'world.c') diff --git a/world.c b/world.c index 2ab924e..8899ff6 100644 --- a/world.c +++ b/world.c @@ -12,7 +12,7 @@ SDL_Color tile_colors[] = { [TILE_BLUE] = {0x00, 0x00, 0xFF, 0xFF}, [TILE_LIGHT] = {0xFF, 0xFF, 0xFF, 0xFF}, [TILE_EMPTY] = {0x00, 0x00, 0x00, 0xFF}, - [TILE_WALL] = {0x50, 0x50, 0x50, 0xFF}, + [TILE_WALL] = {0x40, 0x40, 0x40, 0xFF}, [TILE_BLOCK_WHITE] = {0x80, 0x80, 0x80, 0xFF}, }; @@ -79,14 +79,24 @@ SDL_Texture *render_chunk(SDL_Renderer *rend, chunk *c) { SDL_assert(c->tex); c->dirty = SDL_TRUE; } + if (c->dirty) { int pitch; void *out; SDL_assert(SDL_LockTexture(c->tex, NULL, &out, &pitch) >= 0); SDL_Color *pixels = out; - for (int i = 0; i < CHUNK_DIM * CHUNK_DIM; i++) - pixels[i] = tile_colors[c->tiles[i]]; + for (int i = 0; i < CHUNK_DIM * CHUNK_DIM; i++) { + tile t = c->tiles[i]; + SDL_Color color = tile_colors[t]; + if (t == TILE_WALL) { + int variance = hash(i) % 5; + color.r += variance; + color.g += variance; + color.b += variance; + } + pixels[i] = color; + } SDL_UnlockTexture(c->tex); c->dirty = SDL_FALSE; -- cgit v1.2.3