A few patches
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+13
-5
@@ -1,6 +1,7 @@
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#include "renderer.h"
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#include <SDL2/SDL.h>
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#include <SDL2/SDL_blendmode.h>
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#include <SDL2/SDL_error.h>
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#include <SDL2/SDL_rect.h>
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#include <SDL2/SDL_render.h>
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#include <SDL2/SDL_timer.h>
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@@ -33,18 +34,22 @@ static int compartSort(const RenderItem_t * a, const RenderItem_t * b) {
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static void * render_thread(void *) {
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SDL_GetRendererOutputSize(renderer, &monitorSize.width, &monitorSize.height);
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objectStorageSize = 1000;
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objects = malloc(objectStorageSize);
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while(true) {
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for(int i = 0; i < objectCount; i++) {
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RenderItem_t * object = &objects[i];
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if(object->cache == NULL) {
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SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer, object->object.surface);
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
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if(texture == NULL) {
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fprintf(stderr, "Error while creating texture %s is_null: %d\n", SDL_GetError(), object->object.surface == NULL);
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}
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SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_NONE);
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object->cache = texture;
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printf("Built cache\n");
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}
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int error = SDL_RenderCopyEx(renderer, object->cache, &object->rect, NULL, object->object.angle_degre, NULL, SDL_FLIP_NONE);
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if(error != 0) {
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fprintf(stderr, "Render error in object %d with error %s\n", object->id, SDL_GetError());
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}
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SDL_RenderCopyEx(renderer, object->cache, &object->rect, NULL, object->object.angle_degre, NULL, SDL_FLIP_NONE);
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}
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SDL_Delay(1000 / 400); //400fps or u a pussy
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}
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@@ -66,6 +71,9 @@ void renderer_main() {
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// creates a renderer to render our images
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renderer = SDL_CreateRenderer(win, -1, render_flags);
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objectStorageSize = 1000;
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objects = malloc(objectStorageSize);
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pthread_create(&thread, NULL, render_thread, NULL);
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}
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