winter is comming: brace yourself

This commit is contained in:
Marc
2023-01-21 14:57:11 +01:00
parent 781f4ba7be
commit ebbd44d71d
8 changed files with 165 additions and 138 deletions
+80
View File
@@ -0,0 +1,80 @@
#include "renderer.h"
#include "scene.h"
static int compartSort(const SceneObject_t * a, const SceneObject_t * b) {
return a->renderObj.z - b->renderObj.z;
}
void scene_render(Scene_t * scene) {
MonitorSize_t monitorSize = renderer_getMonitorSize();
int minX = scene->x - CAMERA_WIDTH/2;
int minY = scene->y - CAMERA_HEIGHT/2;
int maxX = scene->x - CAMERA_WIDTH/2;
int maxY = scene->y - CAMERA_HEIGHT/2;
for(int i = 0; i < scene->objectCount; i++) {
SceneObject_t * object = &scene->objects[i];
if(object->x > minX && object->x < maxX && object->y > minY && object->y < maxY) {
int x = (object->x - minX) / CAMERA_WIDTH;
int y = (object->y - minY) / CAMERA_HEIGHT;
//the object is to be rendered
SDL_Rect rect = {
round(x * monitorSize.width) ,
round(y * monitorSize.height),
round(object->renderObj.width * monitorSize.width),
round(object->renderObj.height * monitorSize.height)
};
int error = SDL_RenderCopyEx(renderer, object->cache, NULL, &rect, object->renderObj.angle_degre, NULL, SDL_FLIP_NONE);
if(error != 0) {
fprintf(stderr, "Render error in object %d with error %s\n", object->id, SDL_GetError());
exit(1);
}
}
}
}
static void buildCache(SceneObject_t * object) {
SDL_Texture * texture = SDL_CreateTextureFromSurface(renderer, object->renderObj.surface);
if(texture == NULL) {
fprintf(stderr, "Error while creating texture %s is_null: %d\n", SDL_GetError(), object->renderObj.surface == NULL);
exit(1);
}
SDL_SetTextureBlendMode(texture, SDL_BLENDMODE_BLEND);
object->cache = texture;
}
RenderId_t scene_addRenderObject(Scene_t * scene, RenderObject_t object, int x, int y) {
RenderId_t itemId = scene->objectCount++;
SceneObject_t item = {
x, y,
object,
NULL,
itemId
};
buildCache(&item);
scene->objects[itemId] = item;
//the objects are sorted
qsort(scene->objects, scene->objectCount, sizeof(RenderObject_t), (__compar_fn_t)compartSort);
return itemId;
}
void scene_removeRenderObject(Scene_t * scene, RenderId_t id) {
bool found = false;
for(int i = 0; i < scene->objectCount - 1; i++) {
if(scene->objects[i].id == id) {
SDL_FreeSurface(scene->objects[i].renderObj.surface);
if(scene->objects[i].cache != NULL) {
SDL_DestroyTexture(scene->objects[i].cache);
}
}
if(found) {
scene->objects[i] = scene->objects[i + 1];
}
}
scene->objectCount--;
}