convert colour to a 2 bit format

This commit is contained in:
2025-01-24 16:29:22 +01:00
parent c80cf60d52
commit 23a27e3e10
5 changed files with 43 additions and 35 deletions

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@@ -3,11 +3,10 @@
#include <stdbool.h> #include <stdbool.h>
#include "../main.h" #include "../main.h"
#include "../window/renderer.h"
#include "shapes.h" #include "shapes.h"
static void _add_shape(Row* row, const Shape shape, const uint8_t colour, const uint8_t pos_x) { static void _add_shape(Row* row, const Shape shape, const Colour colour, const uint8_t pos_x) {
for (uint8_t y = 0; y < SHAPE_HEIGHT; y++) { for (uint8_t y = 0; y < SHAPE_HEIGHT; y++) {
ShapeRow shape_row = shape_get_row(shape, y); ShapeRow shape_row = shape_get_row(shape, y);
@@ -16,11 +15,11 @@ static void _add_shape(Row* row, const Shape shape, const uint8_t colour, const
for (uint8_t x = 0; x < SHAPE_WIDTH; x++) for (uint8_t x = 0; x < SHAPE_WIDTH; x++)
if (is_set(shape_row, x)) if (is_set(shape_row, x))
row[y].columns[x + pos_x].block = colour; row[y].columns[x + pos_x] = colour;
} }
} }
static inline void add_shape(Row* row, const Shape shape, const uint8_t colour, const uint8_t pos_x, const uint8_t pos_y) { static inline void add_shape(Row* row, const Shape shape, const Colour colour, const uint8_t pos_x, const uint8_t pos_y) {
_add_shape(&row[pos_y], shape, colour, pos_x); _add_shape(&row[pos_y], shape, colour, pos_x);
} }
@@ -30,14 +29,14 @@ void game_update(GameData* game_data, const Uint8* keys) {
stop(); stop();
} }
add_shape(game_data->row, TETROMINO_I, CYAN, 1, 0); add_shape(game_data->row, TETROMINO_I, COLOUR_CYAN, 1, 0);
add_shape(game_data->row, TETROMINO_O, YELLOW, 5, 4); add_shape(game_data->row, TETROMINO_O, COLOUR_YELLOW, 5, 4);
add_shape(game_data->row, TETROMINO_Z, GREEN, 1, 8); add_shape(game_data->row, TETROMINO_Z, COLOUR_GREEN, 1, 8);
add_shape(game_data->row, TETROMINO_S, RED, 5, 8); add_shape(game_data->row, TETROMINO_S, COLOUR_RED, 5, 8);
add_shape(game_data->row, TETROMINO_J, BLUE, 1, 12); add_shape(game_data->row, TETROMINO_J, COLOUR_BLUE, 1, 12);
add_shape(game_data->row, TETROMINO_L, YELLOW | RED, 5, 12); add_shape(game_data->row, TETROMINO_L, COLOUR_ORANGE, 5, 12);
add_shape(game_data->row, TETROMINO_T, MAGENTA, 5, 16); add_shape(game_data->row, TETROMINO_T, COLOUR_MAGENTA, 5, 16);
} }

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@@ -1,18 +1,16 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include "../window/colour.h"
typedef uint32_t PackedRow; typedef uint32_t PackedRow;
// stores the data used in the game // stores the data used in the game
#define COLUMNS ((uint8_t)(sizeof(PackedRow) * 8 / 3)) #define COLUMNS ((uint8_t)(sizeof(PackedRow) * 8 / 3))
#define ROWS ((uint8_t)(COLUMNS * 2)) #define ROWS ((uint8_t)(COLUMNS * 2))
typedef union { typedef struct {
// NOTE: this has packing issues Colour columns[COLUMNS];
struct {
uint8_t block : 3;
} columns[COLUMNS];
PackedRow val;
} Row; } Row;
typedef struct { typedef struct {

22
src/window/colour.h Normal file
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@@ -0,0 +1,22 @@
#pragma once
// fits colours with each channel having a width of 2 bits
#include <stdint.h>
typedef union {
uint8_t packed;
struct {
uint8_t a : 2;
uint8_t b : 2;
uint8_t g : 2;
uint8_t r : 2;
};
} Colour;
#define COLOUR_RED ((Colour){0b11000011})
#define COLOUR_YELLOW ((Colour){0b11110011})
#define COLOUR_ORANGE ((Colour){0b11100011})
#define COLOUR_GREEN ((Colour){0b00110011})
#define COLOUR_CYAN ((Colour){0b00111111})
#define COLOUR_BLUE ((Colour){0b00001111})
#define COLOUR_MAGENTA ((Colour){0b11001111})

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@@ -5,6 +5,7 @@
#include <stdio.h> #include <stdio.h>
#include "../errors.h" #include "../errors.h"
#include "colour.h"
#include "renderer.h" #include "renderer.h"
@@ -40,12 +41,12 @@ void renderer_update(const RenderData* render_data) {
Row row = data->row[y]; Row row = data->row[y];
for (uint8_t x = 0; x < COLUMNS; x++) { for (uint8_t x = 0; x < COLUMNS; x++) {
if (row.columns[x].block != 0) { if (row.columns[x].packed != 0) {
success |= SDL_SetRenderDrawColor(renderer, success |= SDL_SetRenderDrawColor(renderer,
0xFF * !!(row.columns[x].block & RED), 0x55 * row.columns[x].r, // repeat the 2 bits by multiplying by 0x55
0xFF * !!(row.columns[x].block & GREEN), 0x55 * row.columns[x].g,
0xFF * !!(row.columns[x].block & BLUE), 0x55 * row.columns[x].b,
0xFF); 0x55 * row.columns[x].a);
success |= SDL_RenderFillRect(renderer, &(SDL_Rect){x * BLOCK_WIDTH + 1, y * BLOCK_HEIGHT + 1, BLOCK_WIDTH - 1, BLOCK_HEIGHT - 1}); success |= SDL_RenderFillRect(renderer, &(SDL_Rect){x * BLOCK_WIDTH + 1, y * BLOCK_HEIGHT + 1, BLOCK_WIDTH - 1, BLOCK_HEIGHT - 1});
} }
} }

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@@ -1,5 +1,6 @@
#pragma once #pragma once
#include <SDL2/SDL.h> #include <SDL2/SDL.h>
#include <stdint.h>
#include "../game/game.h" #include "../game/game.h"
@@ -8,19 +9,6 @@
#define BLOCK_WIDTH (SCREEN_WIDTH / COLUMNS) #define BLOCK_WIDTH (SCREEN_WIDTH / COLUMNS)
#define BLOCK_HEIGHT (SCREEN_HEIGHT / ROWS) #define BLOCK_HEIGHT (SCREEN_HEIGHT / ROWS)
// fits colours in a 3 bit length
// 4th bit is unused
typedef enum {
BLACK = 0,
RED = 1,
GREEN = 2,
BLUE = 4,
YELLOW = RED | GREEN,
CYAN = GREEN | BLUE,
MAGENTA = BLUE | RED,
WHITE = RED | GREEN | BLUE,
} Colour;
typedef struct { typedef struct {
SDL_Window* window; SDL_Window* window;
SDL_Renderer* renderer; SDL_Renderer* renderer;